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Author: FraserRonald

Mashed Up

Mashed Up

FireflyAs might be expected from the guy who wrote Sword Noir: a Role-Playing Game of Hardboiled Sword & Sorcery and is now Kickstarting Nefertiti Overdrive: Ancient Egyptian Wuxia, I love a good mash-up. I use the term mash-up to refer to a creative work that blends two or more apparently dissimilar genres. The mash-up most genre fans would know would be Firefly, mashing-up space opera and westerns.

Brotherhood of the WolfNow space opera and western are not terribly dissimilar, but Firefly included many of the trappings as well as the tropes of the western. The characters carried six-shooters and lever action rifles, they had costumes that appeared quite close of 19th century American frontier clothing, and pseudo-frontier language dotted their speech – along with Mandarin. While I often hear Firefly referred to as sci-fi with some western aspects, I think it is more fitting to call it a western in space.

That’s kind of splitting hairs.

Firefly melded two genres, but there is a wonderful French movie that mixes at least four – period drama, martial arts, horror, and romance. The Brotherhood of the Wolf is one of my favourite movies and an inexhaustible source of inspiration. It might not be the finest movie of its age, but it was my favorite movie of 2002.

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Victory for Centurion

Victory for Centurion

And so, my first Kickstarter adventure comes to a close.

I have received the information on the cost of shipping, and while that actually isn’t completely done (we still have a backer in Europe whom we seem unable to connect, even with a third package sent), the extra cost of that – I am praying – will be under $75, all told.

In the end, I consider the Centurion: Legionaries of Rome Kickstarter an incredible success. Not only did we fund, we hit the first stretch goal. We have delivered all backer rewards (save the one errant European package) and have even put a few copies into distribution, so you might see it at your local gaming store.

Here are a few things I learned:

Everything is going to cost more than what you expect. Even when you get a quote, expect it to increase as unforeseen circumstances arise. Shipping is the biggest danger. We received our funds in April and shipped in November and December. Shipping costs increased in that period, though not dramatically so.

You need to get the word out. The only way people are going to back your Kickstarter is if they know about your Kickstarter. You need to beat the drum pretty much constantly. If you are concerned that your constant harping about your Kickstarter will annoy those who follow you in social media, make sure your posts are leavened with other posts of similar subject matter as your Kickstarter. For Centurion, I made lots of posts pointing to Roman history articles, movies, and books. I even had a hashtag, MyCenturionMovie, in which I altered movie quotes to make them suitably Roman (like: “You fell victim to one of the classic blunders – the most famous of which is never get involved in a land war in Parthia” or “And you know what they call a gladius in Gaul?” “They don’t call it a gladius?” “No man, they got Gallic.”)

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The Kick That Did Not Start

The Kick That Did Not Start

Not all Kickstarters will fund. Farewell, Something Lovely didn’t.

That was unfortunate, but it was not a complete loss. Some of the backers hadn’t backed Centurion: Legionaries of Rome, my successful Kickstarter, so I had increased my network. I also learned some lessons which helped me prepare for my ongoing Kickstarter for Nefertiti Overdrive: Ancient Egytian Wuxia. Since I’m a generous guy, let me share my lessons learned with you.

1) Expect failure and you can expect failure.

I went into Farewell, Something Lovely with a strong suspicion that I would fail. I’m not saying that I created my own failure… actually, I am saying that, but not that I gave up on the Kickstarter.

I kept pushing until the end. I wonder, though, if that expectation of failure curtailed my efforts in some way. Perhaps I could have done more if I believed the Kickstarter would succeed.

It’s similar to an explanation of backer psychology I heard: backers will only pledge to a Kickstarter they expect to fund. Just as a backer will create a failure by expecting a Kickstarter to fail, I have a feeling that if you go in with your parachute on, maybe you’ll bail out of the plane before absolutely necessary. Maybe if I had put more effort into the Kickstarter, I could have saved it.

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Starting to Kick Farewell, Something Lovely

Starting to Kick Farewell, Something Lovely

Last night I started a new Kickstarter campaign. For those of you who just asked “what’s a Kickstarter?” you can learn more here. Basically, it is a site that links together people interested in investing in projects with those who require funding. These are generally smaller projects, sometimes creative, sometimes technological. Explore the site. There’s lots to see.

This is my second Kickstarter. I’ve mentioned my Kickstarter for Centurion: Legionaries of Rome, a role-playing game, here. I’ll have more to say about that once I get the final tally for shipping costs.

The new Kickstarter is a short fiction collection called Farewell, Something Lovely. I’ve subtitled it “Tales of Sword Noir,” working yet again the title of a sub- sub-genre in which I like to write. To me, sword noir is basically a mash-up of sword & sorcery and hardboiled crime fiction, falling more heavily on the sword & sorcery side. One of the stories re-printed in Farewell, Something Lovely first appeared in Black Gate 15.

Kickstarter offers a great opportunities for freelance creatives, including fiction authors. There are actually better paying markets for short fiction than there are for role-playing games, however there are less of them. E-books have certainly created opportunities for the “insurgent creative” – a term coined by Gareth-Michael Skarka – however Kickstarter offers an even better opportunity, at least in my mind.

Kickstarter provides two factors up-front that e-books or other self-publishing routes do not: market testing and funding.

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Centurion on Kickstarter: After Action Report

Centurion on Kickstarter: After Action Report

Centurion RPGSword’s Edge Publishing’s great Kickstarter experiment – Centurion: Legionaries of Rome – has completed. I’m still waiting for the final tally on actual money raised (I’ll get to the discrepancy between promises and cold hard cash later), and while I count it a success, only slightly so. That’s not Kickstarter’s fault. Totally mine.

The biggest problem I faced was one of planning. I did a fair amount of it, and my Kickstarter page was ready to launch eight days before my deadline. I verified Amazon payments two weeks before the campaign was to launch, and then could get the approval from Kickstarter more than a week before my drop-dead date. That was due to planning and the fear of delays pushing my launch date back.

If you’re out there building interest in your campaign, you’re likely giving people a date when they can expect the Kickstarter to – sorry for this – kick off (heh heh). Now, one way of avoiding screwing yourself with delays is not to have a hard launch date. I could have said something like “first week in March” or “early in March,” and that could have given me a good buffer of time. I mean, if people were excited, they would likely have seen the multiple messages I sent through comms in the month of the campaign.

Here’s the thing: I needed to do a lot more publicity than I did. I hit all the social media I regularly used – and even went to Facebook, which I really only use to share photos with friends, so really don’t have a business presence there – and did a few podcasts. Not enough.

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Kissing My Axe

Kissing My Axe

Kiss My AxeI’ve written previously about starting Sword’s Edge Publishing, mistakes I made in running the company, and publishing Sword Noir. When the time came to publish Kiss My Axe: Thirteen Warriors and an Angel of Death, a role-playing game of Viking mayhem, I tried to follow the trail I had blazed with Sword Noir. If I mention the best laid plans of mice and men, you may see where I’m going here.

Sword Noir worked out because I knew everyone with whom I worked. I knew my friends wouldn’t let me down. Unfortunately, Ed Northcott, who did the art for Sword Noir (and was an industry professional long before working on my game) had quit as a freelance artist. A friend’s wife introduced me to an artist of her acquaintance who wanted to get into the RPG industry. I saw his portfolio and we made a deal. He would have accepted much less, but I wanted to pay the standard referenced by Steve Jackson Games – trying to be a professional over here.

I gave the artist three specific scenes I wanted to see and left the fourth to his imagination, suggesting anything inspired by the movie The 13th Warrior or the comic series Northlanders. I sent along links to pics on the Internet which could provide inspiration and references.

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Purpose Built Centurion

Purpose Built Centurion

Centurion RPGThe idea for a role-playing game focused on playing legionaries was in my head as early as August of 2009 when I did a podcast series on playing military characters in role-playing games, and did episodes on Republican Rome, the Civil Wars and the early Empire. I had always loved Roman history and the image of the legion, and I had run games set in Imperial Rome, or a reasonable facsimile thereof, but hadn’t thought about actually designing a game for legionaries.

Then I created Sword Noir and Kiss My Axe, and I realized this was something I could do. I decided it was something I wanted to do. And thus was Centurion: Legionaries of Rome set on its long path to realization.

What’s the point, you might ask, of developing a game with such a specific focus when there are other games out there that could probably do the job? One of the reasons is because I can. The mountain climber answer never appeased anyone, so let me try this: other games might do the job, but what if one wants a game designed for the job. There’s a good chance that game will do the job better.

I spent most of my role-playing life playing with one system: Dungeons & Dragons. Why bother to learn another system when this one does what I want? And, yeah, sometimes it doesn’t do exactly what I want, but it’s close, and I can always house-rule it.

So until a little under a decade ago, I was in the thrall of D&D. Completely. It was not a bad place to be, and let me tell you, I am excited about 5E … or D&D Next … or whatever it’s going to be. I still love D&D and that’s because it does its own thing so well. It has created its own fantasy genre that is different from anything else out there. That doesn’t mean it is the perfect game for all genres.

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The Return of SEP

The Return of SEP

sword-noirBack in 2004, a friend and I decided to become role-playing game publishers, possibly for the wrong reasons – we wanted publish our stuff rather than wanting to be publishers. Given that, we still went forward in as professional a manner as possible.

While we established Sword’s Edge Publishing as a business, I’m afraid I ran it as hobbyist. I made decisions based on my interests and enthusiasms. I should have been looking to build the brand and increase SEP’s audience. In the end, when I lost interest, SEP went to sleep.

It has only recently returned to bring forth some new games, and then quickly returned to its slumber. This last year, from April 2011 (when it released Sword Noir) to January 2012 (when it released the adventure Suffer the Witch), SEP did things a little different than it had before.

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SEP: Business Vs. Hobby

SEP: Business Vs. Hobby

When my associate and I created Sword’s Edge Publishing, we had a very limited goal – we were going to publish a collection of military adventures for modern d20, and then another series of adventures for d20 fantasy. In there, I intended to write a supplement for playing covert, special operations characters in modern d20 and my associate wanted the series of fantasy adventures to lead to a setting. We expected a relatively tight timeline and then we’d likely sit back, see what happened and maybe see about publishing other people’s stuff.

We did complete the Albenistan series, just that we were eight months late. The fantasy adventure series never saw fruition. We totally departed from our plan. How did it all go off the rails? Can you guess? Real life and project drift took its toll in that first year.

However, while we were not doing exactly what we had planned, we had found a niche. Our production schedule followed the generally favorable reviews our modern d20 products received, and it was this critical praise rather than sales that informed my plans for SEP.

And it was very quickly my plans that mattered, as my partner could invest less and less time in SEP, and when his dream job came through, he was gone. Long before that, I had become solely responsible for SEP and I was not then, and am not now a businessman.

I’m sure there were methods I could have used to help me decide our way forward. I did consider our sales numbers, but they were small. Critical reception and personal interest informed my decisions rather than business considerations.

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The Birth of Sword’s Edge Publishing

The Birth of Sword’s Edge Publishing

SEP LogoSword’s Edge Publishing released its first product in 2004. Looking back, I think that the reason for starting the company were faulty. Not because it was self-publishing – self-publishing is considered “indy” for role-playing games and not frowned on as it is in fiction – but because myself and my initial partner in the venture wanted to publish rather than be publishers. That is an important distinction. We created SEP not because we wanted to start our own business, but because we wanted to have control over our creations. This is perhaps a laudable goal, but in hindsight I think we could have achieved artistic control without self-publishing.

In truth, while there were a few companies that might have been interested in the modern military adventures for the d20 RPG market – which is what SEP was producing – none of them were “publishers” in the sense that Wizards of the Coast (producers of Dungeons & Dragons), White Wulf (Vampire) or Steve Jackson Game (GURPS) were. Most were relatively successful self-publishers that had expanded into publishing the works of others. Given that these companies were mostly publishing PDFs and that the barrier for entry into the PDF market was low, we decided to just do it ourselves. As with punk rock, DIY has a certain cachet in RPGs. It didn’t necessarily indicate quality, but DIY certainly reflects passion.

We had that.

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