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UnCO3
Feb 11, 2010

Ye gods!

College Slice
This is a thread for indie trad game designers to talk about games they’re working on and publishing, share resources, ask for advice, discuss common problems – and also a thread where we and other people can see what’s going on in the SA tradgames scene, as it were. That includes, but isn't limited to: rpgs (including LARPs); card games; board games; wargames; and also more peripheral stuff like CYOA books, ARGs, and game podcasts. If I've missed something, let me know. If you do any of this, post in the thread with your details and I'll add them to one of the posts below (see mine for a possible example, but use whatever format you like).

Other than designers, who’s it for? Well, anyone else who's interested, but also anyone with skills on offer that are part of the game production process. That includes, but isn’t limited to: writing; editing; layout; visual art; any kind of audio work; sensitivity reading; and any other kind of game design, production, or publishing assistance. If you’re available for some kind of work like that (now or later) then post in the thread with the relevant info and I’ll add a reference in one of the posts below.

If you’re working on a project and you like an aspect of someone else’s work on a project of theirs, feel free to ask them if they’re up for (reasonably-paid) work on yours. A lot of the time, if you have little-to-no exposure in a creative field then it’s hard to figure out when you’re doing something at a level people want and would pay money for – or to even realise it in the first place.

If this thread actually gets frequent activity I’ll probably regularly close it and start a new one to keep things fresh (and stick any good advice into an open googledoc or something).

UnCO3 fucked around with this message at 00:08 on Jun 22, 2020

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UnCO3
Feb 11, 2010

Ye gods!

College Slice
FOR ANYONE INVOLVED IN MAKING GAMES
What this thread is for:
  • Shameless self-promotion. Talk about games you’ve published, sales or bundles you’ve put up, new content on your patreon, a new episode of your actual play podcast, etc.
  • Discussing your projects (name, aesthetic, pitch, that stuff)
  • Design discussion (game design, stats, playtesting, etc.)
  • Visual design discussion (layout, font, lettering, illustration, sculpture, apps to use, etc.)
  • Funding (KS, Patreon, ko-fi, sales, etc.)
  • Publishing (DTRPG vs itch.io, PoD, printing, shipping, etc.)
  • Marketing discussion (social media, cons, etc.)
  • Competitions (itch.io game jams, 200-word RPG Challenge, Game Chef, etc.)
  • Commentary (devlogs, year-in-reviews, financial analysis, etc.)
  • Networking (see next post) - find people you need
And for asking for and giving advice, relaying tutorials and other resources, and any other kind of help or collaboration with these things.

FOR EVERYONE ELSE INTERESTED IN WHAT’S GOING ON
What this thread is for:
  • Learning about and keeping track of what people on or around SA are doing
  • Getting an insight into what indie ttrpg publishing is like at different levels
  • Learning how to publish your own stuff and helping set expectations, if you're interested
WHAT YOU DON’T HAVE TO DO IN THIS THREAD
You don’t have to be completely open about projects or finances or whatever. I recently posted a twitter thread where I went into some detail about 2019 (mainly the last few months) and where I’m looking ahead, but I’m not expecting people to do the equivalent just because they post here, or to post live feeds of their itch analytics or DTRPG sales reports or anything like that.

Also: this thread itself is meant to be a resource, not the people who post in it. If you have something to contribute, then that’s great; you don’t owe anyone more than what you give. I generally trust people here not to do anything that’ll make me or anyone else have to tap this sign, though.

WHAT THIS THREAD IS NOT FOR, AND WHERE ELSE TO POST
This thread is not a silo to contain shameless self-promotion from elsewhere. Go hog wild in the general chat thread, the crowdfunding thread, the art thread, wherever else makes sense for what you’re doing.

This thread is not for industry chat, gossip, or discussion of missing stairs, poor freelancer rates, etc. – see the TTRPG As An Industry thread. I know the OP there says it’s meant to include the kind of stuff I mentioned above, but that’s not how it’s panned out – for a long time it’s mainly been a running commentary on the state of the industry.

This thread is also not for promotion of corporate products. It's pretty unlikely that anyone here is responsible for marketing at a major tabletop games company, but this also applies to freelancers doing work for those businesses – advertise your work that you were contracted to provide them, not their product that you contributed only part of. This doesn’t apply to worker co-ops like the San Jenaro Co-op or to looser alignments like the UK Indie RPG League.

Finally, this is not a thread for people to join the forums just to post in and then leave. That's shameful self-promotion.

UnCO3
Feb 11, 2010

Ye gods!

College Slice
People for reference

UnCO3 posted:



Who? UnCO3, but I publish as Speak the Sky
Where? itch.io, DTRPG (fewer products there, though), twitter, patreon (got this into shape a few days ago so it doesn’t have content yet)
What do I do? Role-playing games (and like most small-scale publishers, so far I’ve done all my own layout and art with the exception of some royalty-free assets) – small-scale, weird subjects, mathematically interesting mechanics.
What am I working on?
  1. Twilight Song, a Yokohama Shopping Trip-inspired pastoral world-ending hack of The Quiet Year (here’s a finished PbP playtest of an earlier version run on SA)
  2. Fleet, a magical-realist courier game and sort of a storygame hexcrawl (here’s a PbP playtest on hiatus; here’s a solo play-through I’m doing on twitter over 100 days)
  3. Like Skyscrapers Blotting Out The Sun, my first game for patreon (though some of my patreon stuff will filter through to itch as PWYW products)
  4. a second version of The Cromlech Archives, a found-footage weird horror game that I’m expanding to cover other similar types of story
  5. Heikegani Syndrome, an updated version of SONAR GHOSTS (the linked game) that expands and refines the rules. In both cases the new versions will be available for free to anyone who buys the originals.

potatocubed posted:

Hello, I am an indie RPG publisher. I appear as Chris Longhurst, potatocubed, or Certain Death, depending on which way the wind is blowing at the time. You may know me from such Kickstarters as Pigsmoke or Bleak Spirit.

Right now I'm working on a variety of things. Something for Zinequest. Unnamed Farming Game (a Stardew-Valley-inspired slice of life game). Unnamed Space Marine Game (W40K RPG with the serial numbers filed off). Something so unformed it doesn't even have an Unnamed Name yet, based on shounen anime fighting serieses like Baki and Kengan Ashura. And a solo card game about being an elder god waking from slumber and eating the world.

Elendil004 posted:

I've been freelancing making maps for Delta Green for a little while now, and I've been itching to expand my creative mapmaking to other games. So if there's a goon working on a project or writing something that might need maps I'd love to talk to you. Some examples below. I tend to start most maps in GIS software which is a bit like using a 5lb sledge to drive a finish nail, but I find it really good when the map is based in reality.

I've also had one scenario published (About trying to stop dangerous artifacts from escaping a used car auction), and am slowly working on publishing another (An 80's romp through a cartel-controlled island) , though with the DG license it wont be for profit.

I'm hoping to both broaden my base of games I've mapped for, and to grow creatively.


Resources, Guides, and Tutorials
Setting up your first game/project on itch.io
Setting up your first game on dtrpg
How to price accessibly

UnCO3 fucked around with this message at 15:44 on Apr 14, 2020

UnCO3
Feb 11, 2010

Ye gods!

College Slice

01011001 posted:

Hello, I'm not an official indie RPG publisher (yet). Somewhat working on it, though.
I mean, if you design a ttrpg then you're a designer, if you publish (e.g. to itch, which is dead simple, or DTRPG, which is a bit clunkier) then you're a publisher.

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.
I'm looking to move from Word to Affinity Publisher with the layout/design for Twilight Song, so I'm interested in hearing about any little issues it may have.

As far as fonts go, I mainly use 1001fonts and occasionally dafont. 1001fonts has a better tag system, but I've found good fonts elsewhere and not found them uploaded there. Just make sure you have 'free for commercial use' selected on 1001fonts (click the dollar icon in the search bar under the dollar tags - it'll go green when it's activated). They're not all guaranteed to have bold or italic variants, but a lot do. Most royalty-free ones require attribution. The only real issue I've had is that one or two don't embed properly into exported pdfs (so they get replaced by generic fonts in the exported files) - I did some research into why and I don't have a conclusive answer yet, but one possibility is that the designers set a setting (accidentally or without fully understanding it) preventing font embedding, despite allowing it in their license conditions.

01011001 posted:

Some opinions on section layout would also be appreciated. I assume the standard D&D setup (Intro -> Rolling -> Attributes -> Race -> Class -> etc) has been kept around out of inertia rather than some kind of logical layout reason but I can't in good conscience back that assertion up, nor can I think of what a better one would be.
I don't really do 'traditional' rpgs, but it seems reasonable that you give context for what the characters will do and be and why, then give context for the basic rules that everything else is based on, then go through sections one by one in order of dependency.

UnCO3
Feb 11, 2010

Ye gods!

College Slice

open_sketchbook posted:

It honestly gets easier to make things as you make more things. My advice to new creators is always the same.

Put everything you're working on aside for a moment.

Open a new file.

In the next hour, write an entire game. Make it a game you can write in one hour.
Joining game jams on itch.io can also be helpful for that (coincidentally I'm running Just the Two of Us Jam, for 2-player games).

Game jams usually have a low bar for entry - anyone can show up and make something, even something incomplete or in playtest, during the jam period (a lot of ttrpg jams also let you submit existing work that matches the jam's themes - check to be sure). I think there's also no expectation of properly playtesting analog jam submissions because of the time constraints - how do you go through multiple design-playtest-review cycles when you have one month and you're working in your spare time with probably no ready playtesters? The benefits are that you have a deadline, a fixed theme, and some kind of promotion - first from getting your game on the submissions page and second, sometimes from the hosts postin about it on social media (this is what I'm doing with every just2jam entry).

Another two running right now are:
  • Pleasant Dream Jam, basically a game jam for pleasant or cosy games - I think that's something outside a lot of people's design wheelhouse.
  • Reclaim Monopoly Jam - a board game jam to return monopoly to its anticapitalist roots.
  • Transformed Titles Jam, where you plug ~10 of your game titles into talktotransformer, generate until you get more titles, and pick one to make a short game based on. The idea is you use your own published or unpublished projects, but you could also use names of games you like or just come up with names on the spot. Just make sure to google any generated title, since the AI uses existing text to help it generate stuff, and can easily pepper real titles or fragments of songs, movies, books etc. into its output.

Liquid Communism posted:

Speaking of packaging and selling, any advice for first time indy publishing? It's intimidating to wade into, and while I'm pretty solid on the 'making the content' side of what I want to do I have zero experience in the 'selling it to people' portion.
My advice as someone who's still just starting out and does digital products would be:
  1. Make an account on itch.io - a lot of people rate it above DTRPG for useability. It's more customisable and intuitive than DTRPG, though it doesn't work nearly as well for physical products (you can use it as a place to sell them, but it doesn't offer specific services like print-on-demand... yet). You could make a DTRPG account too, because you might as well maximise your reach. itch definitely has a different political awareness, though, if that's relevant to your work.
  2. Make smaller stuff and put it out as PWYW. Bits of content, free versions, playtest versions, etc. This is a marketing tool rather than a way to make money, but you'll definitely get more downloads.
  3. Related to above, join and submit work to game jams.
  4. Make a twitter account for this stuff and post regularly, post about your games, and gain followers by following people, commenting, using relevant hashtags (like game jam hashtags), and generally being a positive presence (for some value of positive).
  5. As per the title, shameless self promotion. If you don't talk about your stuff then it won't sell very well, if at all. Talk about games or other content you've just released, that you're going to release, that you're working on ideas for, that you're interested in, and generally talk. The thing is, it's gotta be somehow interesting or useful, and there's a wide variety of ways you can do that - but certain designers are notorious for joining forums or other groups, dumping their content, and leaving.
  6. Plan content in advance - for me at the moment that's just a list of 'things I could post on twitter', but I know other people plan things more thoroughly in terms of communities and demographics they want to reach.
  7. Work out of communities you're actually a part of - about half the money I made last year came from SA, and I doubt it would've if I'd rocked up and made an account in July (when I got my first payments). It's a small pool, but it puts me in a better position than otherwise, means I know people who're interested in playtesting my stuff etc.
  8. Make regular use of sales and bundles (themed or otherwise) - they also give you something to talk about.
That might sound like a lot, but the thing is, the baseline is very low effort, and everything else you can ramp up to over time. Once you have your game file in whatever downloadable, readable format, then the bare minimum you need to do is make a page for it on itch (write a blurb, pick 3 colours, set some settings, put up some screenshots of game text, game art, actual play photos etc.) and you're done. Everything above that is in some way proportionate to the thought and effort you put in, how widespread your work's appeal is, and your luck... and setting your expectations so you don't get crushed if your first release gets lost amid everything else that gets published every day on itch.

If you want to move physical product then that's a whole other level, with much higher costs and more complex processes for production and marketing. I hope some of this stuff was useful, though!

open_sketchbook posted:

Package it and sell it as quickly as you can. No later than seven days after you do the draft. There, now you're published. That's done. You can learn how to market, you can learn how to take criticism, you can learn to bear the crushing weight that is the absence of feedback.

Everyone's first game is bad, so don't make your first game something you care about.
Some stats and details on my first-published (but not first-designed) game, Pockets full of Stars:
  • Not submitted for a game jam at launch
  • Released as PWYW, never been priced above $0 at minimum
  • Got 15 views on its first day
  • Got on average ~4 views and ~1 download for the next 15 weeks or so until I published my second and third games
  • Currently made 2 actual sales on itch, each of the PWYW suggested price (I set it to $3), both long after release
  • Uploaded it to DTRPG as PWYW after I released my 2nd and 3rd games; so far it's gotten 161 downloads and 1 sale ($4)
  • No ratings on itch; a 5-star and a 3-star rating on DTRPG; no reviews or other feedback or acknowledgement
The game isn't great and it got almost no response, but I do like parts of it and it's still my most-viewed, most-downloaded game (things picked up quite a bit when I started publishing other things, and submitted it to a game jam), which makes me feel like I should update it to be... less bad.



I'm gonna put together a guide on setting up pages on itch at some point today, since there are a lot of little things that aren't laid out in a handy FAQ from what I've seen.

UnCO3
Feb 11, 2010

Ye gods!

College Slice
And here:



SETTING UP YOUR FIRST GAME/PROJECT PAGE ON ITCH

There's a couple of ways to start this, but the simplest two are to use the 'Create new project' button on your itch dashboard or to use the 'Upload new project' option in the drop-down menu by your username in the top-right of the screen.


General Info
Title: what it says
Project URL: if your title is very long, you could cut down the url here; you probably don't need to
Short description/tagline: a short sentence - describe the core idea, the genre, the number of players, anything else you think could attract people. Some people do this very matter-of-factly, others in a subjective style. Have a look around itch for examples.
Classification: select 'Physical Games' so you show up in the right places on itch.
Kind of Project: leave as 'Downloadable' - only changes for web-based videogames.
Release status: leave as 'Released' unless you're specifically released something unfinished.

Cover image: ideally a 630x500px image to show off your game's aesthetic. It'll appear when anyone links to the game page from elsewhere and the link embeds. That should mean you don't need to put the game's title in it, but a lot of people do regardless to tie it all together.
Gameplay video or trailer: probably irrelevant, but if you've got something that works, you could try it.
Screenshots: images that'll appear in a sidebar on the game's page. They'll be resized to be the same width, bear that in mind. itch recommends 3-5, but go with whatever works on your page.


Pricing and Uploads
Pricing: your options are '$0 or donate'/Pay What You Want/PWYW, 'paid', or 'no payments'/free.
  1. PWYW means anyone can get it for free, but can also pay a tip, and you can set a suggested price that'll show up by default if they choose to pay. Marketing tool, not a way to reliably get income.
  2. Paid is very similar to PWYW, but instead of the base price being $0 it's whatever you set; people can still tip and you can still set a suggested price (but the page itself will show the base price).
  3. Free means there's a completely free download link and that's it.
If you put something up as paid, don't be afraid to set a higher 'default price' (base price + tip) - right now my ratio is +20%, with base prices being $2.50/$5/$7.50/$10 so far. How much should your game cost? That's not an easy question, but if you've put any real work into it, you'd be completely justified in pricing it above $0 at base. However, for marketing (or licensing) reasons you might go with PWYW or free for some products.
Uploads: As it says. Click and upload files. They show up like the right image. You can re-order, rename, set the type (use 'Book' for trad games), set them as demo or placeholder files (demos are available for free at the bottom of the game's page), and set a different, higher price for specific files (I think this is more so developers can do things like sell a game, or the game + soundtrack, or the game + soundtrack + artbook etc. all on the same page, incrementally adding different products at different prices).

What if I want to upload a new version of a file? If the file has the same name as something you've already uploaded, upload it again and it'll slot in (you may need to re-order the files, but it'll keep all the same analytics). If it has a different name, you can hide the original and upload the new one as a new file. I'd advise against deleting stuff (kilo/megabyte-scale rpg files, anyway) unless you really want it gone.


Details
Description: This is a WYSIWYG text editor. Fonts, font size, and font colour are handled elsewhere (see below, about 'Edit Theme'), but you can change other text properties, add hyperlinks, embed images, videos, Spotify playlists etc.. I have a consistent style across my games - intro fiction, then factual blurb, then credits - but you can do whatever you want for each individual project.
Genre: As it says. (EDIT: this actually doesn't show up when you set the classification to 'Physical Games' - use tags for genre instead)
Tags: You get up to 10. You can use existing ones or write your own. I usually do mostly the former. Type and hit enter to create a new one or apply an existing one.


Outer Presentation
App store links: Irrelevant to rpgs, pretty much.
Custom noun: you can change the way itch refers to your product, e.g. call it a 'supplement' or 'map pack' or 'bestiary' instead of a 'game'. Some people go more poetic, or use it to narrow down what sort of game it is.
Community: Rarely used, but there's no harm in having a comments section.
Visibility and access: As it says.

At that point you can save and check out the page itself, where there are a few more editing options:


Edit Theme - visible on the page itself, accessible in the top bar
Colour:Different options:
  • BG1 is the outer background - the main text are occupies a fixed width and anything outside is filled with this colour. Doesn't show up on mobile.
  • BG2 is the inner background - behind the main text.
  • Text - the main text colour.
  • Link - colour for hyperlinks and buttons. The buttons have smart text that shows up light on dark-coloured buttons and dark on light-coloured buttons
  • More Options:
    • Lets you independently change header and button colours, and transparency of BG2 - that means you could have a semi-visible background image behind the text
Text: Pick from any Google Font, and set the font size. More Options lets you change the header font independently.
Layout: Currently doesn't do anything - your options are to have screenshots in a sidebar on the right, or hide the screenshots.
Banner: Upload a banner image that replaces the header (which is normally just the title section of the game from way above). If it's wider than the text section, it'll be resized to fit.
Background: Upload a background image that by default replaces BG1; as above you can make BG2, the background for the text, translucent or transparent so the BG comes through. You can align it, set it to repeat vertically or horizontally, and set it to fix in place (so the margins have the same banner no matter where you scroll).

Save and click 'Edit Theme' again to get the menu to disappear.


Exclusive Content: Community Copies, Early Bird Copies, etc.
These are optional extra things you can do. Community copies are a thing that've sprung up on itch (I don't know where the actual idea came from, though). Basically, every copy of the game actually bought creates 1+ free copies with some or no conditions attached (if there are conditions, it's usually the the copies are for people with low-to-no income or otherwise in financial difficulties). Some people make a whole bunch (e.g. 100), others start off with say 10 and add 1 for each purchase, others start with 0 and only add them on purchase. Early Bird copies are a slightly simpler implementation that I did of the same thing - no-strings-attached free copies in a limited number that don't get replaced.

Buyer-side info: when you 'claim' a reward like a community copy, it doesn't actually give your info to the seller, in case you were wondering. (:siren: EDIT: actually it does :siren:)

Here's a twitter thread that goes through how to set them up:
https://twitter.com/DeePennyway/status/1175026730244984832

One important thing is that you need to manually increase the number of copies on a regular basis according to your sales - the twitter thread makes it sound like there's a special setting where you can make the number of copies automatically track sales, but that's not the case. The other thing is the number of copies in the reward is the total number, not the available number. If you put up 10, 5 people download copies, and 2 people buy the game, then you'll be changing the number from 10 to 12, but the available number will change from 5 to 7.



SETTING UP TO GET PAID

This is a whole separate issue, but basically if you're selling stuff and actually getting money then you'll want to fill out all the relevant details in the Publisher part of your settings ('Settings' in the top-right menu, then 'Publisher' on the left). Part of the way through you'll have to fill out some forms for the US government, but it's all digital. When you're done you'll be able to set your payout mode, among other things - either payments go directly to a bank account, paypal account, etc. (with itch taking its cut) or they go to a pool in itch, from which you can get bulk payouts on request (though it takes a little while for customer payments to be added to the pool you can withdraw from, and again for payouts to reach your account. You could set up a Paypal Business account or something like that, if so inclined. The important thing in all this is to make sure the US government and your own government (if different, like mine) aren't gonna withhold money or otherwise mess with you. Someone who has more experience doing taxes as an indie rpg designer or a freelancer should probably do a guide on this (or post a guide from elsewhere that makes sense).



If anyone has any other tips or corrections to anything above, let me know.

UnCO3 fucked around with this message at 11:33 on Apr 19, 2020

UnCO3
Feb 11, 2010

Ye gods!

College Slice
I think it depends on the framing:

If you have PWYW products and free products, then you're asking people to pay for your higher end.
If you set them to be paid and PWYW instead, then you're allowing people to pay for your lower end.

So, in my opinion, paid-only, paid/PWYW, and paid/free are all fine (though PWYW-only and free-only are okay if you're still entering the market). The standard just needs to be paid at the top and PWYW or free at the bottom. Having all three on one storefront seems like a completely bad idea because PWYW would act as a bridge to blur together paid and free products. I do paid/PWYW and the only free game I have on itch is a not-massively-changed Lasers & Feelings hack, because technically the license requires that it be non-commercial.

I think it can also help people who aren't completely confident in their own work starting out to ease into the idea that they can and should be paid - if you just put things out for free with no option to pay then you've got a wider gap to cross to mandatory payment.

UnCO3
Feb 11, 2010

Ye gods!

College Slice
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.

UnCO3
Feb 11, 2010

Ye gods!

College Slice
Neat! Good luck with the rest. Sometimes when people do this (usually monthly games) they collect the results in a single file and sell it for a small amount, but that's up to you.

In other news, I've updated the third post with some of the details from the thread. I'm not sure which things were meant to be "here's some stuff I'm working on" and "here's my details", so I took a pretty conservative approach. If anyone comes across any handy tutorials or anything, mention them here and I'll add them to the list.

UnCO3
Feb 11, 2010

Ye gods!

College Slice

Magnusth posted:

that's a given, of course!
Just don't do it the way Sgmata guy did...

Agent Rush posted:

Hey, thanks for this thread! I've learned a lot already, and I think I'll actually be able to make a go of this game design thing now.

For your advice about selling on itch.io, would you say I should just use an existing account to sell stuff if I have one or would it be better to make a brand new one for that?
I'm glad it's been useful! As for how to sell, personally I have one account I (used to) use as a customer, and another account I set up later to publish things. I'm not sure it matters too much, though, especially seeing as you can change your itch username and url. As far as I'm aware, though, itch doesn't redirect links if you change the url, so you'd need to either stick with the same one from then on or be prepared to fix any important links if you wanted to change your url in the future.

DTRPG is more fixed, I think - at least, I haven't found a way to change my storefront name after making my publisher account. Maybe there's a way to do it, though.

-



In other news, I just released an almost completely re-designed version of my first-published game, Pockets full of Stars! Here's the devlog for the update, where I lay out my reasoning:

quote:

While it was good to publish the first version - as it was the first game I ever published, here or elsewhere - I was never really satisfied with how it came together. Some of the things I liked more (the scenario in the intro fiction, the idea of using what's around you (real or imaginary) as inspiration, the idea of occasionally approaching more mature themes through a cosier framework) didn't really pan out, partly because I felt like I had to be overly soft with the game and partly because I didn't have time to put everything together with the self-imposed deadline.

In this version I fixed that and rebuilt the game around the pretty easy choice of Together Among the Stars by Takuma Okada. It's a bit more complicated than that game, but simpler than version 1, and with better art. That said, I've left version 1 up, still available for download.
I'm not exactly planning on doing this for every little game I publish, but I decided to do it with this one because 1) it still gets frequent views and downloads and 2) it didn't really fit in with the other games I've published in terms of its baseline quality.

UnCO3
Feb 11, 2010

Ye gods!

College Slice
Got something coming out next week that's been in the oven for a while:

UnCO3 posted:

Do you like role-playing games? Do you like the works of Hitoshi Ashinano? Do you like map-drawing games? Do you like the peaceful twilight of this age of humanity (gently caress!) as the world changes into something new and our people find a new place for themselves in the strange and beautiful world to come?



Next week I'm releasing Twilight Song, my Yokohama Shopping Log-inspired hack of The Quiet Year - it's a pastoral sci-fi story set in the near future in a world that becomes increasingly unlike our own, focusing on the life and times of an immortal narrator who stays the same even as years, decades, and generations pass. Here's a preview of the season oracle (which will be freely-available in its properly-formatted form, as well as other material such as the 'Between Years oracle', when the game is released). As with TQY's oracle, this provides random events and story prompts during the game - you draw a playing card and match it to the corresponding entry (each suit corresponding to a season).

There's an early alpha PbP playtest here on SA - I've refined it a lot since then, but if you want to see how an earlier version played out, check it out!
Expect to see more on this after the initial flurry of attention on Zinequest campaigns subsides a little.

UnCO3
Feb 11, 2010

Ye gods!

College Slice
SETTING UP YOUR FIRST DIGITAL GAME ON DRIVETHRURPG

Before you do this, you need to set up your publisher account on DTRPG. You need an existing account, and then you need to click the ‘How to Sell on DriveThruRPG.com’ link in the footer of any page. This’ll bring you through the process of setting up your publisher account. Make sure to go ‘Non-exclusive’. If you go exclusive and then want to back out, you need to wait 6 months before being able to take anything you first published on DTRPG elsewhere, and the benefits of exclusivity are that they 'only' take 30% instead of 35% and you get a bit of on-site promotion.

Once you’ve set up your publisher account you’ll see another option in the menu at the top of each page, marked ‘Publish’. That’ll take you to a page with this big set of drop-down menus:


From which you want to pick ‘Title Management’ -> ‘Set up a new title’. That takes you to the page for inputting all the details about your game – very similar to itch.io this is all on one long page aside from uploading the game files themselves.


Use template
This lets you copy over all the details from an existing title listing – useful if you have a specific format you put the blurb in, or to keep track of which fields you use, or if you’re creating the next product in a line and want the settings to track.

Title Data
Title: what it says
Author(s): these will show up in the ‘Authors’ section in the summary sidebar on the right of a product’s page
Artist(s): as above for Author(s)
Number of pages: as it says – I’m never sure whether that’s meant to include title pages etc.
Price: The options are slightly different and not clearly laid out, but you can do most of the same things as itch’s pricing schemes: set a price to sell for that price, check the PWYW box to sell PWYW with that suggested price, or set price to 0 to make it free. Unlike itch there is no optional suggested higher price – either you sell at a single, fixed price, or you give it away for free, or you do PWYW.
Product page text: a WYSIWYG text editor to write your blurb in; like itch’s, but with a few more options.
Image uploads: standard image upload interface
Cover image: a significant difference from itch! Basically you need the title/cover page of your game in an image format. It has to be portrait and it has to be 350-900px wide. If you’re not sure how to get from your game pdf to a title page (and it’s not already one single image that fits the format they want), here are a few options:
  1. An online pdf-to-image service like pdf2png
  2. An image editor like GIMP (some allow you to open pdfs as images)
  3. Publishing programs like Affinity Publisher often let you export in many formats, including images
GIMP is free, Affinity Publisher is not.
By the way, DTRPG can take a long time to add/change cover images.
Audio product: there’s a final checkbox in this section if you’re uploading any kind of audio


Category Assignments
This is basically the tag equivalent on DTRPG, but less flexible and with more guidance. You can check boxes to assign your game one or more items in each of these categories:
  • Rule System (stuff like Fate, DnD, Traveller, but also for some reason ‘OSR’ as a single categoriy)
  • Product Type (much more in-depth than itch’s equivalent here – you can specify whether it’s a core book, non-core book, play aid, other media, etc.)
  • Genre (a little bit restrictive, but they’ll fit a lot of games)
  • Format (pdf, phone pdf, epub, mobi, etc. as well as more unusual formats like audio, video, or html, plus… print. This is the main thing DTRPG does that itch doesn’t really do (yet?))
  • Languages (oddly restrictive, mostly European…)

Product File Information
PDF Source: leave it on ‘electronic format’ unless you’re actually scanning in pages of old books
File Security: a couple of security measures that don’t have an easy equivalent on itch. I feel like they’re more security theatre than anything enforceable, though
Automatic Previews: different options for mini and full-size previews on the product page – you can select the page range for each. Obviously, if you’re selling something, don’t give it all away for free in a full-size pdf preview


Optional Information
Scheduled release date: only useful if you’re putting up the page as a preview
Stock number: mark the amount of stock to begin with (I don’t know if you need to update this, but I’d hope it updates automatically). Obviously for pdfs this is irrelevant unless you’re doing a limited promotion
ISBN: again a mark of DTRPG’s role selling physical products
Sort priority: this sets where the game appears in your DTRPG storefront. Lower numbers appear first/top-left, higher numbers appear after that in order. If you want products to appear in the order you published them, start with a very high number (e.g. 9999) and subtract 1 for each new product so you always have headroom and don’t have to edit everything’s priority just because you published something new
Adult product: this basically restricts your audience
Send to reviewers: sends a copy to all ‘DTRPG featured reviewers’. I guess check it if those people generally like products like yours, otherwise don't, seeing as bad reviews or ratings probably tank you if not algorithmically then socially.
Purchase note: like download instructions on itch, you can use this to add a message to anyone who downloads the game
Video url: works like the trailer video on itch

That’s it! Except for uploading the game itself, that is. That’s separate from the title listing. Click ‘Save title listing’, then go back to the main menu page and click through ‘Title Management’ -> ‘Update digital download files for a title’. This takes you to a page with a drop-down menu field where you can find/search for your new title listing – click through and it’ll take you to the file upload page.


Upload Files
This is another standard file upload interface. Drag and drop, or click and use a file explorer, then click the ‘begin upload’ link.

Manage Files
When the files are uploaded they’ll appear in the list below, where you can edit visible file names or delete files. Unfortunately you can’t reorder, so if you have multiple files and the order matters you may have to be precise when uploading or delete some and reupload until you get the right order.

Below that you set the file type (e.g. watermarked pdf) and whether or not the files are available for sale.

That’s it! Except for making the page itself public, that is. Go back to your publisher hub and look at the ‘Most Recent Title’ option (or ‘All Titles’). These are quick summaries that let you edit a few key properties – the product name, price, available formats, and page status (is it public or private?) As the publisher, you can always check out your own private pages, so you can double-check everything before making it public. You also have the option of viewing your own product pages as yourself (its publisher) or as a customer would see them. You can find this option on your products’ pages.

Here’s a simple step-by-step list:
  1. Set up the page: ’Title Management’ -> ‘Set up a new title’, then fill out as much of the form as you need.
  2. Upload the files: ’Title Management’ -> ‘Update digital download files for a title’, then upload and arrange your files (there are other routes to this page).
  3. Check and make it public: Publisher page -> find the summary for your new title, then set it to public once you’re happy with the page.

One more thing – when you share a link to your product’s page, either do it in ‘view as a customer’ viewing mode or delete the extra ‘?view_as_pub=1’ setting on the end of the url. I don’t think it’ll cause problems, but it will get rid of the extra characters, which matters if you’re tweeting about it (unless you use tinyurl or another url-shortening service).

UnCO3
Feb 11, 2010

Ye gods!

College Slice
Actually, shamless self-promotion is good

UnCO3
Feb 11, 2010

Ye gods!

College Slice
I published another drat game! Here's the cross-post from the general chat thread, with some of the text cut:

UnCO3 posted:



I just published Twilight Song on itch! It's a hack of The Quiet Year where you collectively play as an immortal narrator living among people in the peaceful twilight of humanity's current era, as the old world changes into something strange and new. Its main inspiration is the award-winning manga Yokohama Shopping Log* by Hitoshi Ashinano, and among its other inspirations are: their other works, numerous Ghibli films, Mushi-shi, BLAME!, the magical-realist short stories of Bruno Schulz, the illustrations and paintings of Jacek Yerka, and the music of Joe Hisaishi. Even if you haven't heard of most of these things, I recommend checking them out anyway - they're a mix of the weird, wonderful, and sublime and my game is an attempt to hold a candle to that.

. . .

Anyway, here's a link to the tweet where I launched the game if you have a twitter account and a moment to spare giving it a boost:

https://twitter.com/SpeaktheSky/status/1227331054987554820
I'm a bit concerned that ZineQuest 2 has somewhat sapped people's energy, or saturated the airwaves, or adjusted price expectations downwards, so I'm looking for any help getting the word out - retweets, discussion on other social media, anything, really.

UnCO3
Feb 11, 2010

Ye gods!

College Slice

Agent Rush posted:

This might be kind of a broad question, but does anyone have advice for using a pen name or handle? Or would it just be better to use my legal name for anything I'm trying to sell?
As Abyssal Squid said, it’s real easy to do (I think you can use a fake public-facing name on your DTRPG account, too, as long as it’s your real name in the financial parts). Itch is better about this because it always uses your username for public-facing stuff. You can get a Paypal business account without being a LLC as far as I’m aware.

As far as picking a name goes, of course, it’s gonna reflect things about the content you create (or, give people impressions about that).

UnCO3
Feb 11, 2010

Ye gods!

College Slice
There's been a bit of discourse on twitter about pricing (impact of free products on paid and vice versa, reasons for giving stuff away for free, accessible pricing, etc.), so I put together a thread on parallel accessible pricing.

https://twitter.com/SpeaktheSky/status/1250038840514969603

Here's the details of that thread, but please give it a retweet if you have a twitter account, so more people become aware of this stuff.

-

There's (at least) five different ways to sell stuff at a regular price and have low/no-cost versions at the same time, each iwth their own advantages and disadvantages:
  1. community copies (limited amounts of free copies of the game)
  2. voluntary/opt-in discounts
  3. demo section content
  4. price tiers
  5. regular sales
Some of these only work on itch, because they use features that have historically been much more common for videogame sales platforms.



1) COMMUNITY COPIES
First, you go to the "edit project" page, then open this menu on the right of the project toolbar:


Then, click "New reward". Despite the name, this is a possible way to give stuff away for free (as well as do limited-edition runs, etc.):



Now you can enter the details of your community copies. Set price to $0 (it's gotta be equal or higher than your base price, or 0). Set total quantity to however many you want to start with—I start with 10, then add 1 per sold copy, excluding big bundles and 100%-off sales. (Note: this is the total amount and there's no way to make it automatically track anything. Example: you start with 10 community copies and you have a policy to add one for each copy sold, then someone buys the game (+1), then two people download community copies (-2). The counter will still show 10, and you need to change it to 11, not 9.) You can also add some text explaining the idea of community copies (feel free to copy the text I've used Twilight Song) and change the section title if you want. Here's how all that looks on one of my pages:




2) VOLUNTARY/OPT-IN DISCOUNTS
This one's probably the most involved to set up. This twitter thread (quoted in mine) shows how to do it:https://twitter.com/DeePennyway/status/1175023957369675776Basically you set a create a long-running sale with a decent-sized discount on a game, create a coupon code with unlimited coupons when setting up the sale, then add a notice somewhere on the game's page (preferably near the payment options) with a link to the sale and an explanation of who it's for. Put the coupon code on the sale page so anyone who needs it can get it. Making it coupon-only means the sale doesn't override the regular price, so you basically have two prices at the same time. You'll need to do this separately for every game you want the opt-in discount for, because if you put multiple games in the same sale it'll form a bundle that'll add a widget to the top of each game's page that'll take up a load of space.



3) DEMO SECTIONS
This one's probably the easiest. Just upload files as normal, then take a look at the file upload details and check the 'demo' box:


That moves the file to a different section of the main page (you should probably add a note somewhere in the main body of text, since demos get shunted to the bottom):


I've used this for, among other things: teaser content (like the oracles from Twilight Song), text AP writeups (on The Cromlech Archives), limited-page previews (8-page previews for From Sea to Shining Sea), and earlier or playtest versions of games where the finished or significantly updated/overhauled versions are available at a cost (Pockets full of Stars).



4) PRICE TIERS
You can put up a no-frills version (e.g. sans layout, art, clever formatting and so on, maybe even .txt) at a lower cost or for free, while also having the full version available for the full price. The way you set this up is very simple, as above, but not as clear as it could be. Again, upload the files as normal. Then, check the box marked "Set a different price":


This lets you set a higher price than the base price for the game, basically putting certain files on certain tiers in a roundabout way. For example, if you have 3 files for download, 1 for free and the other two marked as $6, then if someone pays $0-5.99 they can download the free file and if they pay $6+ they can download all three.



5) REGULAR SALES
Probably the most involved option, but also very simple. Pick two prices for your game, a regular one and an accessible one (maybe 33-66% off). Set the higher price as the normal one and regularly do sales where you reduce the price to the lower one.



6) BASE+PWYW
Not included in the tweet thread, but also technically a way to price accessibly: Itch lets you set a base price and a suggested price (check my post about setting up itch projects), which is different from regular PWYW (i.e. free with a suggested amount). In my experience, the majority of people who buy on itch will pay a bit extra if you're selling at base+PWYW and very few people will pay at all if you're selling at 0+PWYW.



Right now my system is basically three tiers:
  • regular price: itch's suggested price.
  • accessible price: itch's base price, 1/6 less than the regular (or, the regular is 20% more)
  • community copies (10 at the start, then 1 per sold copy)
Then I use the demo section for the stuff I mentioned above (previews, tasters, AP writeup files, superceded playtests).

UnCO3
Feb 11, 2010

Ye gods!

College Slice
Also, I'm gonna neaten up the list of people in the third post (and cut down on the details), so if you want to be on the list, say what you do and provide any links for where people can find you and your work e.g. UnCO3/Speak the Sky designs and simulates games ([itch], [dtrpg], [twitter], [patreon], etc.). If you're specifically looking for or offering work (for money or for payment in kind), you can mention that too.

UnCO3
Feb 11, 2010

Ye gods!

College Slice

Elector_Nerdlingen posted:

I finally pulled my poo poo together, completed a game, and got it up for sale on itch.io.

It's a short, rules-light, and doomy game about a small group of people at the end of the end of the world.

https://minimum-chips.itch.io/hard-fast-loud

[snip]

e: Is there a list of goons and other good people to follow on itch? Or can someone tell me some cool people to follow?

e2: It should be up on DTRPG too, but it's not showing up. How long does "request to make public" generally take?
Congrats! I find that most of my games go up on DTRPG pretty quickly, though there might have been a delay with my first one. That's not to say every part of their system is quick—I once had to wait a couple days (a week, maybe?) for it to update one of my games with a new cover image I uploaded.

As far as goons on itch.io go, here's a list in no particular order:Almost certainly incomplete, though. As for other people, it really depends in what sort of game content you're after. I follow a mix of designers: for lyric games, story games, big old indie names, some OSR and SWORDREAM people. That said, I'm more likely to follow someone on twitter and follow their game development and releases there (along with other accounts like podcast producers, artists, and other people not necessarily for TG content).

UnCO3
Feb 11, 2010

Ye gods!

College Slice
Minor correction to a few posts and tweets I made about community copies: you can see who's downloaded community copies (though not only should anyone who's offering community copies not give a poo poo anyway, and not only should publishers respect the privacy of the people who buy their content, itch's terms explicitly prohibit sharing purchaser info).

UnCO3
Feb 11, 2010

Ye gods!

College Slice

UnCO3 posted:

Also, I'm gonna neaten up the list of people in the third post (and cut down on the details), so if you want to be on the list, say what you do and provide any links for where people can find you and your work e.g. UnCO3/Speak the Sky designs and simulates games ([itch], [dtrpg], [twitter], [patreon], etc.). If you're specifically looking for or offering work (for money or for payment in kind), you can mention that too.
Also, get on this list

UnCO3
Feb 11, 2010

Ye gods!

College Slice
Finally, for those who're curious, here's the personal data a seller receives in different scenarios on itch:

When you buy a game individually (through a sale or otherwise), the seller receives your:
  • email address linked to the purchase
  • itch username, if you have an itch account
  • nationality
  • IP address*
  • payment method (e.g. paypal, stripe—not your specific details with them, just the service name)
  • source/referrer (the url or domain by which someone arrived at the page)**
When you buy a bundle (solo or co-op), the seller*** receives your:
  • email address linked to the purchase
  • payment method (e.g. PayPal, Stripe—not your specific details with them, just the service name)
  • source/referrer (the url or domain by which someone arrived at the page)**
When you download a reward (e.g. a community copy), the seller receives your:
  • email address linked to your itch account
When you otherwise download a free game, download a PWYW game for $0, or download via a distributed download key, the seller receives:
  • no personal data
*IP addresses aren't as specific as they're often made out to be
**this varies wildly—some places, like twitter and google, only tell you the site; others, like SA, give you the url of the page; this field also includes internal sources like 'the seller's user profile' or 'the download page of another game'
***this includes anyone with content in a co-op bundle; they all have access to analytics

Itch prohibits publicly revealing this info or using it for unrelated marketing etc. Most of it's pretty straightforward. Nationality is there because it adds tax to the purchase for some nationalities due to international tax law, so you can see how much people are having to pay extra. I'd guess IP is there for troubleshooting certain digital games—I can't see why you'd need it otherwise. Side note, I have my itch payouts set up as collected by itch first, one upshot being that anyone who buys one of my products pays itch (via paypal or whatever), and itch sends a payout to me on request. That means I never see anyone's paypal account info.

UnCO3 fucked around with this message at 18:11 on Apr 23, 2020

UnCO3
Feb 11, 2010

Ye gods!

College Slice
Just published my first piece of content for Trophy Dark, and my second thing for someone else's game overall (first was a Dialect backdrop about tech startup culture):

UnCO3 posted:



I've just published The Paperflesh Advent, an incursion* for Trophy Dark** about mad alchemists, mellified men, and an unearthly flower meadow called the Bleeding Kaleidoscope! It's inspired by old ghost stories, A Field in England, and the apocryphal medicine itself: mellified man, voluntary human sacrifices steeped in honey for a hundred years to mummify and form a sweet medication capable of healing broken bones and more. The scenario takes you into the forest, through the meadow, and under the earth... and that's just the first half. The back end has what I'd like to think is a logically apocalyptic twist.

You can grab it on itch or DTRPG, whichever's your poison.

*scenario
**for those that don't know, Trophy Dark is a rules-light game of dark fantasy and psychological horror about doomed treasure-hunting expeditions into a vast, sinister, and ancient forest, and the motivations and conflicts that bubble to the surface in the wilderness. It recently got big during ZineQuest 2, with a whole bunch of 'Rooted in Trophy' hacks springing up

Here's the launch tweet if anyone has a moment to RT:
https://twitter.com/SpeaktheSky/status/1252286254219177987

I also did all the art myself, which is why it's kinda basic in form, but I'm still satisfied with it for what it is. I had a specific idea in mind, realised I could use very simple techniques to achieve it, and ran with it... not quite in the direction I first planned, but it still worked out.

UnCO3
Feb 11, 2010

Ye gods!

College Slice

Elblanco posted:

Would I be allowed to toss out a couple ideas I've had for games and get some feedback? I mostly want to know if they're even practical to produce in the long run, but I don't have any experience actually producing games.
Yeah, go for it—there's also the TG design workshop thread.

potatocubed posted:

I just posted a financial postmortem for the Bleak Spirit KS which explains where all the money went, in case people are interested.

https://www.kickstarter.com/projects/179941520/bleak-spirit/posts/2820467
How much was the extra content you paid £78.76/person for, and how do you reckon that compares with common rates for it?

UnCO3
Feb 11, 2010

Ye gods!

College Slice
Thanks—I'm considering asking for paid contributions on some future projects, so it's good to know.

Current state of the list as I slowly work my way through the thread:And here's the code for a generic entry:
code:
[*][b][url=SA profile link]SA username[/url] / [publish as][/b]: [types of work and availability for freelance work go here];
past projects include [url=game 1 link][i]game 1[/i][/url], [url=game 2 link][i]game 2[/i][/url], [url=game 3 link][i]game 3[/i][/url];
find me on [url=itch link]itch.io[/url], [url=DTRPG link]DriveThruRPG[/url], [url=twitter link]Twitter[/url], [url=patreon link]Patreon[/url] (etc.).

UnCO3 fucked around with this message at 09:17 on Apr 27, 2020

UnCO3
Feb 11, 2010

Ye gods!

College Slice
'Making enough to pay taxes'? What's that?

UnCO3
Feb 11, 2010

Ye gods!

College Slice
This might be of interest to people here, both experienced and new: the Wretched & Alone Game Jam (nothing to do with me). It's a game jam for games using the 'Wretched & Alone' SRD (free here), a 1-player Jenga tower/dice/card system for stories of inevitable, yet seemingly-avoidable decline and demise. The two games written before the jam are:
  • The Wretched, about a Ripley-esque survivor trying to get off a distress signal while a xenomorph-alike stalks their ship.
  • The Sealed Library, about a librarian in an ancient, barricaded library trying to save what they can while barbarians storm the city gates.

If you don't have a Jenga tower then here's a substitute mechanic I posted on twitter and on the jam's itch forum—for this one you only need access to an online dice roller like orokos or a discord dicebot. The system is simple but looks solid and can be easily ported to different settings and stories as-is, and the layout and style of the existing games is pretty simple too; black text on a white background with full-page cover images almost would fit right in. The only things you really need to do are:
  1. come up with an idea and write ~400 words of intro/setting,
  2. rewrite ~400 words of rules in your own style, and
  3. come up with 4x13 narrative prompts (four themed sets).
There's currently a load of community copies going for both pre-existing WA games if you want to check out how a full game looks for free, though I'd recommend buying at least one if you have money going.

I've got a few ideas myself, but I've also got 2 more game jams to publish for, so I may not be able to get around to any of the 3 ideas I have for WA.

Pale Peril posted:

I've been inspired to try to create some original setting content for a SRD/Creative Commons/open licensed based rules system by a small (but arguably prestigious) publisher.

Recently that publisher further made resources available to self publish via DTRPG's Community Content program.

Thus I started looking for SA threads about this development, without much luck, but did came across this somewhat related thread. I'd like to discuss more but also want to respect the OPs wishes. May I continue or is it better I start a new thread?

This has been a very informative topic by the way, the work you've (and others) put into it is greatly appreciated. :3:

Thanks!
That only applies to marketing—if you want to talk about process, skills, the experience etc. then that's cool. If you want to market corporate products you've had a hand in then you can still do so in the sticky TG chat thread and the unofficial TG discord, among other places!

UnCO3
Feb 11, 2010

Ye gods!

College Slice
Didn't the 7th Sea 2e. kickstarter kinda screw themselves over by giving out all their previous products for free to pretty much anyone who pledged?

UnCO3
Feb 11, 2010

Ye gods!

College Slice
Cross-posting from the general chat thread:

UnCO3 posted:



I've just published another game: Four Colour-Apocrypha, a world-building game of doubt, confusion, and storytelling against the unknown! It's somewhat Microscope-inspired, but flipped round—instead of you building a clear timeline out of reliable bits of truth, in FCA you:
  • spread rumours,
  • question facts,
  • give opinions, and
  • tell fictional stories that have a kernel of truth to them.
And then, the border between reality and fiction starts to blur... It's nominally about superhero comics and the worlds that inspire them, but I think the system could branch out to a lot of different things (if you've seen any of my AFTER KAIJU playtests you've seen the distant ancestor of this game). There's a free demo on the project page that runs through setup and the first phase of the game (the Microscope-like phase of subjective history-making), which I think can probably be played standalone.

It's on sale at 33% OFF for the next few days.
I'm trying an opening sale as an experiment. I've seen other people do it, sometimes even 100% off (which I think is just them doing down their work) and this is as good an opportunity to test it as any. Plus, I didn't post/tweet much about this game beforehand, so I figure I might need a boost to get some sales while there's an early spike of interest.

UnCO3
Feb 11, 2010

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College Slice

Hostile V posted:

Also congrats to Potatocubed for getting a four episode campaign of Pigsmoke played by some folks on RPPR's Tabletop Tales AP site. http://tabletoptales.roleplayingpublicradio.com/tag/pigsmoke/

Listened to all of it, went pretty well, really liked how the GM structured the flow of play.

Meinberg posted:

My CATS-inspired game has a one-shot Actual Play!

[snip]
Congrats to both—I got my first-ever podcast AP recently and, while it wasn't the best game for it, it was still neat to have something of mine played, audibly, for some kind of an audience. I listened to it pretty much right away and I dunno if it was easier cause it was a comedy game, or harder.

Nemesis Of Moles posted:

Here's the current draft!
https://docs.google.com/document/d/1dAXEGHsRcZc-8BNhvp9MPvsS2LvHoU93bRpbpgCEgnw/edit?usp=sharing
It's rough, but pretty serviceable for now, most of the content is from the SRD, but the conflict moves are where the fun combo system is. I think it has a really nice flow to it. Meter Moves need a little work probably but I'm gonna wrap this up and publish it soon cause trying to promote a little side project right before a Kickstarter sounds like a bad idea to me.


I commissioned a friend to do the cover art, and I'll be using some tasty neon-poisoned cityscape shots for the artwork inside. Here some of the sketches he sent me, I'm thinking something very close to the old Streets of Rage box art
Hell yeah! Good luck with your KS too.

UnCO3
Feb 11, 2010

Ye gods!

College Slice
Anyone interested in pooling some existing games and other products into a bundle on itch.io and donating the proceeds to a bail fund or something similar? Alternatively, sending people download keys if they show transaction receipts for donations made in their own name (for the bundle or before the bundle)? It's easy to set up a publisher account if you're not already publishing on there.

UnCO3
Feb 11, 2010

Ye gods!

College Slice
Cool, I've set up a discord server where we can sort stuff out. Anyone else who wants to get in can join too (if you're reading this after the link's expired, post again for a new one).

UnCO3
Feb 11, 2010

Ye gods!

College Slice

Len posted:

I'm not a dev but I'll throw in money day one and share the link around.
The bundle is here!

MIGIZI Support Bundle

MIGIZI is a Minneapolis organisation that supports Native American youth—unfortunately their building was damaged by fire last week, so they need donations to rebuild as well as run their usual program. So, here we've got a bundle with content from a bunch of game designers in Trad Games (Nemesis of Moles/Sandy Pug, Meinberg, Jimbozig, potatocubed, and myself). You can see all the games on the bundle page, a pretty diverse mix: some big, some small; some better-known, some a little obscure; a whole spread of genres and types.

The bundle will run until a week from now, and the donation should be able to be made about two weeks after that (a week for itch to process payments, then about another week for itch to process a payout).

UnCO3
Feb 11, 2010

Ye gods!

College Slice
Congrats! That reminds me, I've got my own Final Bid hack in my WIP list (a drama-documentary about mountain climbers on the fictional tallest mountain on earth), but I started it when Final Bid was still just Law's Out. How much have the rules changed from one to the other?

UnCO3
Feb 11, 2010

Ye gods!

College Slice

gnome7 posted:

Biggest change between them is Rises and Falls are no longer "early movie scene / late movie scene," but instead the Rise is "add more to the scope and possibilities of the movie" and the Fall is "answer questions/narrow the scope of the movie", and you can always either Rise or Fall when you get your major scene, regardless of who Rose or Fell before you.

There's also a lot of general improvements in Role design, and there's multiple settings now, and there's more/better advice in the book on how placing and judging bids works, and there's a final chapter on how to make your own settings and roles. It's an all around upgrade, but the Rises/Falls thing is the only real change in how the game works.
Thanks! That big change makes a lot of sense. Before, it did feel like a couple different things were over-condensed into one mechanic. I'll have to check out the new version at some point, then.

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Cross-posting from chat thread:

UnCO3 posted:



I just published "Banned From Argo, an rpg" on itch! It's a Honey Heist hack (with some original rules) about Space-Fleet's finest taking some shore leave and generally raising hell, inspired by the (in)famous filk song of the same name. You create a crew member complete with a shirt colour (yellowshirts go boldly, blueshirts spout technobabble and protocol, redshirts... do what redshirts do), and you have two stats: A Little Fun and Too Much Fun. Oh, and a criminal record.

https://twitter.com/SpeaktheSky/status/1270497166814052354

UnCO3
Feb 11, 2010

Ye gods!

College Slice
Cross-posting from the general chat thread:

UnCO3 posted:

Sorry to interrupt the discussion about eggs etc. (eggsetera?) but I just both published an update for one of my bigger games and released a new playset for the same!



Twilight Song v1.1 (my hack of The Quiet Year significantly inspired by Yokohama Shopping Log) is now public, with some minor edits and corrections and two major additions:
  • new support mechanics—a mix of safety tools and narrative guides like Microscope's Palette
  • a 'mobile play resource', basically a mobile-formatted, hyperlinked collection of rules summaries and oracles that condense all the digital stuff you need to play into a single navigable file
The pic on the right shows some snapshots of different parts of the mobile play resource! Likewise for below:



Midnight Signal, meanwhile, is a new playset for Twilight Song—where the original's a light, kinda cozy, but melancholic pastoral sci-fi game, this is a set of new oracles (and some small rules changes) with a dark, yet hopefuly bent that I'm calling 'pastoral weird horror' for lack of a better term. You collectively play an immortal narrator living in an oppressive world where horrors creep in the cracks, underground, and in the sky; you struggle with flickering friendship and the hostility of your community; you survive to the dawn of a better world. Where Twilight Song has some positive queer themes, this is from a darker, bitter perspective.

If you already bought Twilight Song before the update, check your email for a link to a 1-use coupon code sale where you can get Midnight Signal for 75% off! You can also download the v1.1 update free from the itch page. If you prefer DriveThruRPG, you can check out Twilight Song there (the files are updated, but I still need to get Midnight Signal up and see if I can do a restricted sale on DTRPG in the same way I can on itch).

EDIT: If anyone has a moment to boost this on twitter, here are the (re)launch tweets: [snipped for quote, check the links]
Twilight Song v1.1 relaunch tweet
Midnight Signal launch tweet
This is the second thing I've done mobile-formatting for after Four-Colour Apocrypha. It's neat, but definitely time-consuming to do all that on top of formatting a page-like pdf and building a .txt file.

UnCO3 fucked around with this message at 10:24 on Jun 17, 2020

UnCO3
Feb 11, 2010

Ye gods!

College Slice
The one person I'm aware of having an LLC here is potatocubed and as far as I remember it's a six of one half a dozen of the other situation (and they're at the level where they're running successful ~£10k kickstarters, not just starting out). They'd be able to tell you more, and correct me if I'm wrong somewhere.

UnCO3
Feb 11, 2010

Ye gods!

College Slice
Cross-posting some accountability from the general chat thread:

UnCO3 posted:

I couple weeks ago I and a bunch of SA-based designers ran the MIGIZI Support Bundle, an itch bundle in support of a Minneapolis org that supports Native American youth. For accountability, here's the donation receipt (just made today after ~2 weeks of payment and payout processing):



Thanks again to everyone who bought, shared, and/or retweeted the bundle!

UnCO3
Feb 11, 2010

Ye gods!

College Slice
I helped out with some design and layout advice for PYTHIA and I can confirm it's worth your money!

Cross-posting a game of my own, plus a summer sale with rising pricing:

UnCO3 posted:

I've just published the DEATH of NUMISMUS, a solo journal god-game about a dying god of coin, sundered by hungry adventurers breaking into their holy vaults and dethroned by jealous rival gods stealing back their facets of godhood! It's one of my entries into the Wretched and Alone Jam on itch.io,, and it uses tarot cards, a coin stack, and whatever journal-writing method you like. RTs very welcome, and give it a look if you're interested!
https://twitter.com/SpeaktheSky/status/1278833493544493057

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I'm also running a summer sale on 4 horror games and supplements:
  • The Cromlech Archives, a found-footage weird horror evidence generating game I released last year,
  • Over the Moon, a discord/pbp romantic comedy horror game about two people who love the moon a little too much,
  • Midnight Signal, a pastoral weird horror playset for my Quiet Year hack, Twilight Song),
  • and The Paperflesh Advent, a kaleidoscopic medicinal horror incursion for the rules-light Cthulhu Dark/FitD-based game Trophy Dark
The discount started at -50% and it's falling by 5% each day (so it'll be -15% or so on the final day of the sale).

UnCO3
Feb 11, 2010

Ye gods!

College Slice
Yeah same, though that could just be the wording. 'Perspective' feels deeply intrinsic somehow.

The other thing is how much you're expecting for the pitch section right at the bottom.

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UnCO3
Feb 11, 2010

Ye gods!

College Slice
Avery Alder did a thread on business practices that people here might find useful or interesting:
https://twitter.com/lackingceremony/status/1281790886532091909

Nemesis Of Moles posted:

Speaking of forms, we launched the Ald-Amura Historical Society Grant Project today. The short of it is we put aside a chunk of money from our Monster Care Squad Kickstarter and created a grant to help fans of the setting and the game build their own fan works. More details in the form but I figure some people in here might wanna get an application in.

https://docs.google.com/forms/d/e/1FAIpQLSf9mq-0t8voP2AEbfCH-MAQXk1v65C7CfGAs0FMmOGaP9-JFg/viewform

And my Kickstarter is:
https://www.kickstarter.com/projects/sandypuggames/monster-care-squad
Yeah I saw the Grant form around on twitter—is there a final date on that?

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