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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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Steampunk vs. Aliens – 5 Questions with Joshua Palmatier

Steampunk vs. Aliens – 5 Questions with Joshua Palmatier

Zombies Need Brains, the new small press started by Joshua Palmatier and Patricia Bray, has officially launched its first title via Kickstarter, a new anthology called Steampunk vs. Aliens. I sat down for a virtual chat with Joshua about the new project and the new press.

The project is running now on Kickstarter, and it’s been going great. As of this writing, it sits only a bit over $600 from its funding goal, with over two weeks left. Full disclosure, I’m involved with the project, but I’m also very excited about seeing this reach the market and finding fans of Steampunk and old-school science fiction. There are a ton of great rewards for the Kickstarter and lots of great stretch goals ahead.

Find out more by visiting the Kickstarter page for Steampunk vs. Aliens.

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How to Run a Successful Kickstarter – Part II

How to Run a Successful Kickstarter – Part II

This is Part II of a two-part series on How to Run a Successful Novel Kickstarter

Find Part I here.

For years, I’d been planning on pulling together my short fiction into a collection of some sort to get it out and into the world. And for years I hemmed and hawed about actually doing it. I didn’t have time. It wouldn’t do well. My time would be better spent on my next novel. You’ve probably said many of the same things yourself.

Well, late last year, a few things changed. One, I wrapped up my debut trilogy, The Lays of Anuskaya, which finally freed up a fair bit of time for me to work on something besides novel-length work. And two, Kickstarter happened. What do I mean by that? Well, Kickstarter had been around for a while, but more and more I was seeing successful projects being started and completed on the platform. I saw how impressive some of them were, how caught up I got in the “community” that successful projects could bring about. I saw how effective some project owners were about running the Kickstarters during the ‘Starter itself.

And it got me to thinking: it may take some time and effort, but if they can do it, so can I.

And if I can do it, so can you.

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How to Run a Successful Kickstarter – Part I

How to Run a Successful Kickstarter – Part I

This is Part I of a two-part series on How to Run a Successful Novel Kickstarter

For years I’d been planning on pulling together my short fiction into a collection of some sort to get it out and into the world. And for years I hemmed and hawed about actually doing it. I didn’t have the time. It wouldn’t do well. My time would be better spent on my next novel. You’ve probably said many of the same things yourself.

Well, late last year, a few things changed. One, I wrapped up my debut trilogy, The Lays of Anuskaya, which finally freed up a bit of time for me to work on something besides novel-length work. And two, Kickstarter happened. What do I mean by that? Well, Kickstarter had been around for a few years, but more and more I was seeing successful projects being started and completed on the platform. I saw how impressive some of them were as well, how caught up I got in the “community” that successful projects could bring about. I saw how savvy some project owners were about running the Kickstarters during the ‘Starter itself.

And it got me to thinking: it may take some time and effort, but if they can do it, so can I.

And if I can do it, so can you.

The first Kickstarter I ran was for Lest Our Passage Be Forgotten & Other Stories, my premiere short story collection.

The second Kickstarter I ran was for the third book in my Lays of Anuskaya Trilogy, The Flames of Shadam Khoreh, and it came about all quick-like. That is, I hadn’t planned on running a second Kickstarter, but there were a few, well, “issues” with my publisher, Night Shade Books.

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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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Kickstarter Alert: Dungeon Roll Dice Game

Kickstarter Alert: Dungeon Roll Dice Game

DungeonRoll-bitsTasty Minstrel Game’s latest Kickstarter project has blown away funding goals and, with a week left, looks to be one of the best Kickstarter deals that I’ve seen in quite some time. This game is basically a dice-based dungeon crawl in a box (a treasure box, no less … and a mimic box for Kickstarters!) that has 7 days to go as of this writing (funds at 1:00 am Eastern on March 20).

The basic gameplay (as demonstrated in this video) is that you’re rolling a group of Dungeon Dice to get the monsters on a given level of the dungeon and then the Party Dice to try to get a combination that can beat the monsters. The different faces of the Party Dice get different benefits against given monsters, such as a Wizard on the Party Dice being able to destroy all of the Oozes with a single attack. The Heroes can modify the basic rules (the first 5 Heroes are shown on the video here). The goal is to get treasure and experience, making your way through the dungeon.

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Last-Minute Kickstarter Alert: The Game of Books

Last-Minute Kickstarter Alert: The Game of Books

azj-and-rothfussToday, with finally a free minute between holiday commitments and work deadlines, I took a minute to hop over to Patrick Rothfuss’s blog, because I had not yet donated to the Worldbuilders charity and, as you can see on the right, Rothfuss and I (and my wife) are all pretty tight … and contemplative.

Anyway, so I go to donate to Rothfuss’s charity, only to be sucked in to a completely different fundraiser! Like Rothfuss, I need another project (or even another way to spend money!) like I need a hole in the head, but this one seems extremely worthwhile, so here it is …

The Game of Books

There’s a Kickstarter project for The Game of Books, created by the Book Genome Project. As of this moment, it’s about $20,000 shy of its goal with only 56 hours left to go.

Why do I care? Because I have two sons, and I suspect that this project will help them find books that they love as they get older.

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The Guide to Glorantha Kickstarter

The Guide to Glorantha Kickstarter

There’s an amazing Kickstarter running at the moment. If you’re a fan of world-building, if you want to check out a world that’s been built over more than 40 years of group endeavour, with deep myths, histories, and cultures, one of the most compelling worlds in fantasy and certainly in fantasy roleplaying, you may want to take a look.

I’ve written previously at Black Gate about Glorantha, the fantasy world invented by Greg Stafford which lies behind the roleplaying games RuneQuest and HeroQuest. It’s a gorgeously detailed world; back in the days when Dungeons & Dragons was all about faux-medieval Tolkienery, Glorantha emerged as a lavish fantasy analog to the ancient world of Greece, Persia, and Rome. It’s a world of centaurs, heroes in bronze-crested helms, giants as big as mountains, and arcane cults which reshape the world as their worshippers offer sacrifice. Rich, complex, and sophisticated, it can offer the lightest play styles, or a rich immersive shared storytelling experience, with as much detail as anyone could want.

Glorantha owes a lot to Joseph Campbell, too. The “hero path” is an integral part of the world – how its inhabitants relate to the very real (and often mercurial) gods which surround them, and how heroes can penetrate the timeless realms of the gods and return with treasures physical and mystical. If, like me, you’re interested in the transcendent aspects of the stories we tell one another, Glorantha is a compelling world.

I’ve been gaming there since 1980; parts of it I feel I know better than my own hometown. But, over the past few years, Glorantha has entered a new golden age, as under the leadership of Jeff Richard and Rick Meints, Moon Design Publications have released multiple very high quality books providing new and deeper detail to the world. I’ve written about Sartar, Kingdom of Heroes; the Sartar Companion; and Pavis, Gateway to Adventure in previous posts – they’re all well worth a look, and highly recommended.

Over the past few years, Jeff Richard has been working on a book which looks like it will set a new standard in RPG supplements – a guide to the whole world of Glorantha itself. It’s a massive undertaking – an encyclopaedic opus detailing the places and cultures of a whole fantasy world, in exquisite detail. It’s been attempted twice before – once in the 1980s and once a decade ago – but in relatively abbreviated form. The new Guide to Glorantha is anything but abbreviated: it comes in at a whopping 400 pages of 10″ x 12″ book, detailing the geography, history, and cosmology of Glorantha, its cultures and races, as well as two continents, two subcontinents, and multiple archipelagos, plus a massive atlas filled with highly detailed and gorgeous maps – over 64 pages worth at the last count. The Guide to Glorantha is system agnostic – it doesn’t contain any games mechanics content, it’s pure setting detail, so you can use it with any game ruleset, or just read it for the pure pleasure of it. The Kickstarter has been running for a little over a week, and already has blown through its initial target. As a result, the initial scope of the project has expanded hugely, so that we’re now getting more regions detailed, more maps added, and an entire new “Companion” to the guide detailing things like the geography of the mythic regions of Glorantha, plus monographs by key industry writers. For those of us who’ve been playing quests into the realms of myth, this is nothing short of breathtaking in its ambition.

Check it out. If you’re a fan of Glorantha, or of fantasy worlds, or just want to see a beautiful example of world-building, the Guide to Glorantha may be for you. The Kickstarter runs until Tuesday, 18th December, and features a flexible pledging scale and increasingly attractive rewards.

Kickstarter Alert: Guard Up! Youth LARP Program

Kickstarter Alert: Guard Up! Youth LARP Program

foam-weaponsLast Sunday, I took my two sons to our local park. While my 2-year-old played on the standard playground equipment, my 7-year-old was transfixed by a group of older teens gathered around picnic tables at a nearby grassy area of the park. Armed with a variety of foam-based weapons, these teens were huddled into groups and occasionally broke out in battle.

Being my son, he was no stranger to these foam weapons. He’d made his own at GenCon about three years ago and pretty much every time we go into the local gaming/comic shop, he makes a beeline for them. His latest fixation is on a well-constructed foam mace.

But this group of boys (for they were almost all boys) weren’t just hitting each other. No, they were doing something else. They were talking to each other. They were playing a game. They were telling a story. That, I think, fascinated him as much as the foam weapons.

And that, ultimately, is the bigger point of playing in a live action roleplaying (LARP) game. A recent Kickstarter project highlights this very well. The Massachusetts-based youth LARP program Guard Up! has 4 days left to gather the remaining funds to create a licensing program which will allow people to buy licenses on their story-based educational program. As of this moment, they need about $2,000 more, but also have some good stretch goals if they can beat that funding.

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Kickstarter Alert: New Fire, an Aztec-inspired RPG

Kickstarter Alert: New Fire, an Aztec-inspired RPG

Kwaytlachtli of the Screaming One Warrior House
Kwaytlachtli of the Screaming One Warrior House

With 10 days left to go, I’d like to make everyone aware of the upcoming game New Fire, currently being funded through a successful but so far fairly low-key Kickstarter campaign. Most readers of the blog are probably familiar with Kickstarter through Scott Taylor’s great posts on the subject. New Fire has their game fully designed, but is seeking Kickstarter support in order to fund professional-level artwork for the product.

They’ve hit their $3,000 goal and their $6,000 stretch goal, so they’ll be releasing full-color versions of their core rulebook and are currently in the process of getting together a second stretch goal. At low levels, you can purchase a PDF copy of the book, but at higher backing levels there are hardcopy books available, as well as T-shirts, and even some design a Landmark or village for the campaign setting. (The backer goal to help design a god is, unfortunately, sold out.)

I spoke with the game’s creator, Jason Caminsky, and after the conversation was even more excited about the prospect of this game. There are three things which really make it stand out for me.

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