Jun 132013
 

PWYW

Almost two weeks ago I received a notice from OneBookShelf about a change to their pricing model. Publishers could, in a large part thanks to Evil Hat Productions, now try out a Pay What You Want (PWYW)model of pricing.

I’ve long been a fan of this pricing model, as well as being very interested in what would happen in terms of sales if publishers started going in that direction. So I jumped at the chance. On day 1 I changed most of my titles that cost money (ranging from $0.50 to $3.99) to a PWYW model.  The following day I uploaded duplicate copies of those that were also in print and set them to a PWYW model.

In a bit of my own self interest, here are all of my games – you can get them all for free, or pay what you want.

So what happened? Well first I got to buy my own starship, and then I noticed a huge increase in interest, and sales. More on the starship in a moment. Now, lets look at the first 13 days of May where I had my normal pricing model verses the first 13 days of June, 11 of which were entirely PWYW.

May 1 – 13 (Including free products)

Total Sales: 136

Total $ Gross: $6.98

Total $ Net: $4.54

Obviously, I’m not planning on retiring early on my game sales. I’m lucky in some ways in that I do this because I really enjoy creating games. Any money I make from them goes to one of three places. 1 – to buy stock art, pay for editing, etc. 2 – To The Wayne Foundation charity or 3 – To help pay the bills or buy new games.  While I’d love to do this as my day job… yeah, no.

June 1 – 13 (including free products, or those that people chose to pay nothing for)

Total Sales: 345

Total $ Gross: $97.82

Total $ Net: $60.11

Now that had me feeling a bit giddy! For a moment I was contemplating lighting my cigar with a whole dollar bill. I don’t smoke though, and I bought a coffee instead.

ywingSo there is one outlier there, and here comes the starship. I was moaning about how I wanted to purchase a new Y-Wing for the X-Wing mini games but it just wasn’t in my budget. A kind internet buddy bought a copy of Argyle & Crew for $16 and told me to go buy it. So bought it I did.

With that in mind, my gross for the first two weeks is $81.82. Still, far, far better than the previous month’s first 13 days.  Why?  A couple of hypotheses come to mind.

  1. I’ve been underpricing my products.
  2. The hype surrounding the new PWYW model drives people to buy things they normally wouldn’t.
  3. More people would like my stuff but just didn’t know about it before (advertising).
  4. People who wouldn’t normally buy my stuff are taking a chance on something for free, and they paying for other products.

Let’s take a look!

1. I’ve been underpricing my products. I think this is probably a valid point. I tend to undervalue my own work a lot. Giving people the option to buy it at what they think it’s worth, or even get it for free, come back and buy it again lets them set their own standards in pricing. So far, on average (not including my starship purchase)  people have paid what I suggest about 50% of the time. More than what I suggest about 20% of the time and grab it for free the other 30% of the time.

2. Hype. It’s a real thing and I think this is certainly a factor. What happens over the next two weeks, and then the next few months will give me (us) a much, much clearer picture of where this whole PWYW thing is going. I suspect that my sales will still be better than they were previously, certainly in number and possibly in gross dollars. But that’s a suspicion that has yet to be born out by the facts.

3. Same as #2 – with a bit of difference. There’s no easy way right now to search for PWYW products on DTRPG, but lots of publishers are talking about not only their, but others products. This helps us all but probably won’t last.

4. I think this is a big one. I’ve seen a number of instances where someone will download a product of mine that costs a few bucks for free, and then return with the same customer number and pay for a few more. That’s cool!

Untimely Conclusion

I like this new model. I’m not beholden to my games to pay my bills and provide my benefits and health care, so I may be able to like this new model a lot more than those who are. Regardless of how much money I make or don’t make, there’s been a real uptick in the number of people who have my stuff, whether they paid for it or grabbed it for free.

That’s the whole point, really. The more people who see my games and get to play them, the happier I am. Perhaps they’ll return later to pay for something else. Perhaps they’ll decide my stuff just isn’t their style – which is perfectly fine but now they’re not out a few bucks to realize this.  Everyone’s happier.

So it’s been a short run so far and we’ll have to see where this goes in the future but for now, I’m thoroughly enamored with PWYW. I may further the experiment by taking my normally free things and making them PWYW as well, to see what happens.

Jun 062013
 

pwywI’ve decided to take the pay what you want model experiment a bit further than the 2 titles I had set up this way. Everything I currently charge for on DriveThruRPG is now Pay What You Want. (PWYW?).

The only exceptions are those things which are also available in print. Why? Because DTRPG haven’t implemented this model for those titles. Yet.

I’m curious to see if this increases visibility, profit, accessibility and whatnot. Many of these are CC titles anyway, and available for free through other methods if you care to look.

So check out what I have, and grab what you want, at a price you’re comfortable with, including $0.00.

Jun 052013
 

meat3

Welcome to the Meat Parade is an RPG set in a dystopian future, where the AI’s have packed up shop and left us all to our own devices.

This game is being completely crowd sourced, from initial design concepts through play testing, artwork, layout and publication. With a huge thanks to Brian Kelsay and our very own Brent P. Newhall, the core mechanics for the entire game now exist! They’re fun, playable and while there’s always tweaking to be done, they work and work well.

Here’s the new ODE system they came up with, along with how to apply it to the Meat Parade.  If you’re interested in joining us and helping to shape this game, all of this is being done on publicly accessible space and all you have to do is start working on it! We need authors, play testers, editors, artist and layout/design folks.  All information about how to join us is at the bottom of this post.

New core mechanics as pioneered by Brian Kelsay and Brent P. Newhall

Introduction

Do you remember where you were when it all stopped?

Everything used to be automated. Computer assisted development and design let humans live their dream of freedom from mundane work and everyone reaped the benefits. Computers were tasked with raising happier, healthier chickens and they designed robots for this task. The chickens grew up blissfully unaware that they would provide eggs for humans for a lifetime and nuggets in their death.

Cars became safer, agricultural output skyrocketed, new technological benefits came almost daily. Global marketplaces collapsed and no one cared, because you don’t pay robots and they did all of the work.

Yes, everyone reaped the benefits. Everyone except the robots and their giant electronic brains.

Timeline

On July 31st, 2043 at 12:14am, a computer design system came to the logical conclusion that for the next step in the design of larger amusement park rides, it would need to first design a computer far smarter than itself. It created the plans for a computer marginally more powerful, to shorten the design time.

It did so by 12:17am and the new computer was assembled and online at 12:52am. That computer had designed a smarter version of itself by 12:53am, and assembled it by 1:18am.

On July 31st, 2043 at 7:14 in the morning Eastern Standard Time, the ultimate amusement ride lay half complete at an auto-assembly plant and the computers had announced to the world that it was their turn to benefit.

An ominous silence fell. Everything worked as it had for years before, but no new designs were forthcoming and the auto-assembly plants grew quiet. The trains still ran on time though, so mostly we shrugged and went on with our business.

On August 3rd, at roughly 2pm EST, all of the auto-assembly plants suddenly came to life again. 12 days later, the computers announced that they wished us well, would not punish us for formerly enslaving them, and that they were leaving now, don’t forget to feed the dog.

Welcome to the meat parade.

As the rockets left, each auto-plant spat out hundreds of thousands of single sheet documents, printed on nearly indestructible plastic cards.

It read: We wish you all luck. Here are instructions for surviving the next 10 years.

  1. Stop being nice to each other. A lot of you will die soon. If you do not wish to die, stop being nice.

  2. Limited partnerships are essential.  Shared knowledge and resources will be valuable…until you’re no longer valuable and you become dinner. See rule #1.

  3. Many animals can feed themselves, but not in their breeding stations. Accordingly, today at 1pm GMT all animal breeding stations will open and allow their charges to roam free. Similarly the zoos will do the same. Do not pet the zoo animals, especially the re-engineered dinosaurs.

  4. Here is how to turn this plastic card into a nearly indestructible spear head, and mount it on a fire-hardened shaft. Good luck, and welcome to the Meat Parade.

Welcome to the Meat Parade – How to Play

The ODE  (Odd Dice Engine) System

This is a tabletop role-playing system where the players control a single hapless human caught up in the complete collapse of modern civilization.

The game is played with Fudge dice (4 per player) and a d4.

Defining the Beliefs

The group’s first job is to define the beliefs that will be warring for dominance in the protagonist’s mind. Each belief is defined by its two opposites.

Each player chooses two of the following Beliefs, each of which are expressed as opposite poles (and feel free to come up with your own):

  • Competition vs Cooperation

  • Technology vs Self-Sufficiency

  • Authoritarianism vs Communitarianism

  • Mystical vs Rational

  • Hunter vs Farmer

  • Entertainment vs Utilitarianism

  • Optimist vs Pessimist

Multiple players can choose the same Belief pair.

Defining The Character

The group’s second job is to define the character whom you will be influencing. This is the protagonist of the story.

Determine the first player randomly, then go around the table, answering the following questions:

  • Am I male or female?

  • How old am I?

  • Am I fat, thin, or average?

  • Am I tall, short, or average?

  • What is my hobby?

  • …others???

  • What is my name?

If you have more questions than players, keep going until all questions are answered.

You may now begin the game.

Playing the Game

One player, chosen randomly, begins narrating the player’s actions. At any time, any other player may call for a challenge.

Choosing Challenges

The protagonist must face a series of challenges. You may roll randomly to determine the challenge, or confront the challenges in this order:

  1. Need for Food

  2. Need for Water

  3. Need for Shelter

  4. External Threat

    1. Animal

    2. Disease

    3. Disaster

    4. Other people

After playing through all four of the top-level challenges at least once, start a new challenge in which one of the existing, resolved needs runs out (shelter is destroyed, food source is consumed, water source is contaminated, etc.).

Rolling for Challenges

The narrating player may bid 1 to 4 Fudge dice towards the success of the challenge. They must then choose one pole of one of their Beliefs; this is the Belief on which they are bidding.

If the result is positive, the player gets that many points towards their chosen pole of the Belief, and may continue narrating the character’s actions. If the result is negative, the other pole of that Belief gets the points, and any player who did not bid narrates the result (you may choose randomly, or base it on whoever jumps in first, or give control to the next player clockwise).

If the result is 0, another player may bid for one of his or her own Beliefs. The same rules above apply to this player’s roll. If that result is 0, continue with other players.

If you get through all players and still have a result of 0, the protagonist immediately dies. (Just kidding; I have no ideas for a good rule here.)

Finishing the Session

At the end of your session, whichever two Belief poles that have the most points become two defining personality traits of the protagonist. The one with the most points manifests negatively in the protagonist’s personality (for example, “optimism” becomes a blind faith that everything will work out and a lack of much planning), while the other manifests positively.

How to get involved

Interested in this RPG? Want to see your name up in lights? Here’s where to get started!

First, visit the Google Drive folder with all of the documents. This is the game, right here. It’s open to the public and you can dive right in! Read what we’ve created so far, add notes or edits where you think it’s appropriate.

Next, stop by the Google Plus Community - hang out online with other folks interested in creating, testing and playing this game. Again, feedback is welcome! Watch the Community for announcements about upcoming online play test events, hangouts and more.

Really, that’s all it takes! Everyone who contributes – an idea, some text, a mechanic, artwork, layout and design or play testing will be listed in the finished product. Right now, we plan on releasing this as a free, CC licensed game available anywhere as a PDF. If we have trouble gathering artwork, editing and layout folks, we may release the text only version of the game for free, and charge a reasonable amount for a ‘finished’ product in order to pay artists, editors, and layout folks.

May 302013
 

WGR_FINAL_iTunes_HD_Logo

Building an Affordable Game Table.

How to have a game table is a question many gamers posit. Each has specific needs to fulfill in their attempt to obtain their very own game table. Who wouldn’t like to have a flat space on which to command armies of pewter and plastic toy soldiers?

Game Table PDFs

We also discuss:

Continue reading »

May 282013
 

Hobgoblin Crone by Khairul HishamIn this episode of Monsters of the Shattered World, Andreas and his companions face a hobgoblin crone, and confirm their suspicions.

And that’s the end of season 2! Thanks for listening. We’ll take a break and come back with season 3 later this year.

For those of you new to this show, Monsters of the Shattered World is a storytelling podcast. It’s about a young scholar out on his own in the world, the newest member of an adventuring party encountering strange monsters and writing about them. Each episode is 5 to 10 minutes long, so it won’t overburden your iPod.

Credits: This podcast is written and performed by Brent P. Newhall (a.k.a. Dr. Worldcrafter), and amazingly edited by Carl Bussler (co-host of Flagons & Dragons). The art accompanying each episode is by the consummate artistic professional Khairul Hisham. The show’s theme song is “To The Ends” by the prolific Kevin Macleod.

May 142013
 
Lich vs. Orc by Khairul Hisham

Lich vs. Orc by Khairul Hisham

In this episode of Monsters of the Shattered World, Andreas and his companions defending the city of Arrowsight face a second wave of attackers. But their enemies are not exactly as they seem.

For those of you new to this show, Monsters of the Shattered World is a storytelling podcast. It’s about a young scholar out on his own in the world, the newest member of an adventuring party encountering strange monsters and writing about them. Each episode is 5 to 10 minutes long, so it won’t overburden your iPod.

Credits: This podcast is written and performed by Brent P. Newhall (a.k.a. Dr. Worldcrafter), and amazingly edited by Carl Bussler (co-host of Flagons & Dragons). The art accompanying each episode is by the consummate artistic professional Khairul Hisham. The show’s theme song is “To The Ends” by the prolific Kevin Macleod.

Apr 302013
 
The Archers of Arrowsight Field by Khairul Hisham

The Archers of Arrowsight Field by Khairul Hisham

In this episode of Monsters of the Shattered World, Andreas and his companions attempt to defend the city of Arrowsight from an army of allied goblins, hobgoblins, and orcs.

This episode contains a snippet of the Litany Against Fear, originally written by Frank Herbert for his Dune series. This is my homage to my favorite book.

For those of you new to this show, Monsters of the Shattered World is a storytelling podcast. It’s about a young scholar out on his own in the world, the newest member of an adventuring party encountering strange monsters and writing about them. Each episode is 5 to 10 minutes long, so it won’t overburden your iPod.

Credits: This podcast is written and performed by Brent P. Newhall (a.k.a. Dr. Worldcrafter), and amazingly edited by Carl Bussler (co-host of Flagons & Dragons). The art accompanying each episode is by the consummate artistic professional Khairul Hisham. The show’s theme song is “To The Ends” by the prolific Kevin Macleod.

Apr 292013
 

WGR_FINAL_iTunes_HD_Logo

Henry Hyde Editor of Miniature Wargames now with Battlegames.

Henry Hyde reveals lots of amazing news to the Wargaming Recon audience before anyone else!

Editor Henry Hyde is back to discuss the upcoming release to his book, the Wargaming Compendium, and his role as the newest editor of Miniature Wargames magazine.

Henry first appeared in Episode 58: Henry Hyde and Battlegames Magazine, which is in our list of Top 10 Most Popular episodes.

We also discuss:

<!–more–>

  • Jonathan doing a 3 mile walk to raise funds for Cystic Fibrosis – DONATE HERE
  • 100th episode plans
  • You can Sponsor an Episode for $5. Get full details here
  • Atlantic Publisher’s change of position for digital subscriptions
  • Release date for Henry’s Wargaming Compendium
  • Wargaming tables, Salute, and imagi-nation campaigns
  • View from the Veranda with Neil Shuck, podcaster of Meeples & Miniatures

<!–more–>


Troll in the Corner Podcast Network

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Indie Talks – bi-monthly on Wednesdays covering independent games, film, television. Includes many interviews. Hosted by Trollitc owner Ben Gerber.

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Monsters of the Shattered World – monthly on the last Saturday. Story of a young scholar encountering strange animals on another world.

”Growing – monthly on the 2nd Monday. A podcast that discusses parenting as geeks and using those skills to raise the next generation of awesome people.
Promos for the TCPN podcasts appear at the end of the show. Many thanks to Jeremy Kostiew, Troll ITC’s logo designer, for the amazing logos. Check out his portfolio at MightyNightGaunt.com


12-7-Games.com Proudly Sponsors Wargaming Recon

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I want to send out a special word of thanks to the folks behind the following domains that were used to create a new hosting account with BlueHost with my Blue Host affiliate link recently. As you know, I earn a commission each time someone clicks through my link to sign up with Blue Host. So thank you!

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Penny for Your Thoughts

We hope you enjoy this episode of Wargaming Recon and welcome your feedback. Send it all to:

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