Friday, August 25, 2017

#RPGaday2017, Day 25: What is the best way to thank your GM?

Part of an ongoing series, occasionally updated in real-time!

Aiming Orbital Blog Cannon...

Aquiring Target...


BLOG!

#RPGaday2017, Day 25: What is the best way to thank your GM?

I'm going to have to echo the always-insightful Mr. Rob Donoghue on this one - convey your appreciation outside of the context of the game. One of my GMs likes to solicit feedback immediately following a game, and while she certainly appreciates hearing what worked right then, it's not really comparable to seeing her face light up when we talk about how awesome things are in the middle of the week. 

Speaking for myself, I'm usually such a disheveled wreck after a long session, that I can't really take much criticism, and I don't really process the praise. But hit me later on when I have a clear head, and there's a ton of impact. Game of Thrones is the current hot "water cooler" show; people will casually talk about it at work or social outings. When your game has the same kind of impact on folks, it can feel really meaningful.

Past that? Anything you can do to reduce the stress load of the GM. If that means handling logistics, giving people rides and such, it can go a long way. I know a lot of people stress out a lot over game prep, and if the GM has to arrange location, transportation, food, schedules, and act as host and MC for the evening, that cuts into the amount of processes they can dedicate to the game proper.

So it's worth spending some time thinking about, even if you're just being selfish. :D

Be excellent to each other.
~Killstring

The Biggest Mistake Indie Artists Keep Making

How's that for a clickbait title? Completing the series discussed here, and really hammering home something that made my life harder than it had to be in my old career.

You’re a smart artist. You’re savvy to social media, promotional techniques, and how to carry yourself like a star. Most importantly, your craft is on point; people want to see you perform, promoters want to book you, and everybody wants to buy your merch.

Awesome.

How hard are you making it for them?

Full-Contact Promotion

Let’s say that I’m a concert promoter, and I want to book you for a show. How do I get in contact with you? DMs on Twitter? Facebook Messenger? Leaving a comment on your Instagram?

Because if that’s the answer, you’re missing out. Friend of the Blog1 Jonathan Killstring had this to say:

“Back when I was a concert promoter, I was the crazy young kid, because I’d actually talk to people through MySpace, which was the big platform at the time. Even then, I preferred to do everything in email. Booking agents, other promoters, tour managers – everybody used email. Back then we had Blackberries, today it’s smartphones, but it’s the same thing; a contact email for the band — one that people actually check — is what people in the business are looking for.”

If you’re not making it easy for people to contact you, you’re making it hard.

Don’t make it hard.

Centralize

Make an email address. One Email Address. YouOfficial at Gmail dot com is probably available, so stop reading and go register the address. We’ll wait.

You back? Awesome.

Once you’ve established your primary contact email, use it for everything. Talking to a promoter? Official address. Ordering Merch? Official address. Setting up an interview with a college newspaper? Ordering CDs? Purchasing online promotion?

You get the idea.

Make it Easy

Using your primary email for everything means that it’ll be in your contacts’ address books, making it easier for them to reach out to you in the future. Still, there’s no substitute for making that easy in the first place.

Plaster this thing. Your website, Twitter, Instagram, YouTube – if someone’s looking at a site affiliated with your band, they should be able to find your contact info. Don’t hide it under paragraphs about your influences – put that ish right up top.

People trying to contact acts aren’t looking to waste time checking messages across platforms, and if it’s not easy to get a hold of you, they’ll find someone who makes it easy. Basically,  the more effort someone has to go through to contact you, the more likely it is you’re missing out on gigs, press coverage, and other opportunities. Heck, you’re probably missing out on concert attendance and album sales.

Don’t make it complicated. Have a dedicated “contact us” section with your email.

The Ball’s in Your Court — Don’t Drop It

This should go without saying, but we’ll say it anyway; if someone gets in contact with you, for the love of all that’s holy, don’t leave them hanging. Get back to people within 24 hours, even if it’s just to say “I’m thinking about it.”

Make life easy for industry professionals, and they'll happily return the favor. Make life harder for them, and they'll be more likely to find someone who won't. 

* * *

1 - At this point, I was pretty sure they weren't going to pay me, and it was starting to show. It is possible that I am no longer a friend of the blog. /kanyeshrug 


Thursday, August 24, 2017

#RPGaDay2017 day 24: Share a PWYW publisher who should be... better known?

Part of an ongoing series, occasionally updated in real-time!

IT'S BLOG O' CLOCK, homies.


#RPGaDay2017 day 24: Share a PWYW publisher who should be charging more?

Nah fam, that's a pretty asinine premise for a question. PWYW is a pretty sweet business model, and I'mma just disregard the fundamental assumption that it's devaluing a product here. And if you're stuck on that, research by Kim (20091), Gneezy (20102), and many, many more that I'm not going to list3, shows pretty conclusively that that's simply not the case.

Sure, sometimes people make less than they might have otherwise done - as it turns out, setting price points is a tricky thing in any model - but sometimes they make more. A lot more.

Sorry, fam; but if you wanna drop that wack pseudo-science not-marketing, you'd best come correct.

Having said that, here's some of my favorite PWYW stuff.

Fate Core, Toolkit, and Worlds

Check out Evil Hat's Drive-Thru selection. I mean, damn. If you like narrative-focused RPGs4, there's enough here to keep you playing for a long, long time. Plus, their art is lovely, the books are smartly laid out, and the Worlds of Adventure explore a wide variety of different themes. You can probably find something  you like there.



Also, apparently the excellent War of Ashes: Fate of Agaptus is PWYW now! I bought it at retail, and regret that not for a single second; but if you haven't checked out Sophie Lagace's adaptation of this Grimsical game, you might want to consider doing so now.
It's really good!
Big ups to Evil Hat, and its Patrons on Patreon that have made all this super rad stuff available.

Quill

A solitaire RPG, Quill is simple: roll dice, write letters, rinse and repeat. Fun and different!

Nothing much to add; you're either hyped to write
letters, or you're moving on. As is just.

OSR Sci-FI

"But Killstring," you ask...

Dude, that's not how we format questions here

Oh, for the love of...

Don't create a format and then not use it! You'll confuse people!

Fine. Go ahead.

...Maybe I don't want to anymore.

Seriously?

Kidding! Anyway. But Killstring, I ask, I thought you didn't like OSR?

Who ever said that I have to enjoy something myself to see merit in it? Listen friends, I literally have a degree in evaluating media, and I'm excited to use it5! Besides, there's not nearly enough of this sentiment in Geek subculture; we get strangely tribal about our sub-fandom, to the point of being hostile.

Ain't got time for that ish.

So yeah, I'm not a big fan of OSR games, but these two make me wish I was. They're incredibly stylish, flavorful, and well put-together. 
Lookin' Fly
First, White Star.

If you're looking for something that goes after the feel of classic Space Opera, hard, then you could do a heck of a lot worse than White Star. Based off the Swords & Wizardry White Box (which I'm not linking, 'cause I have no idea if it's any good or not. OSR homies tend to like S&W, but I bounced off it pretty hard), this game unabashedly gives you rules to play Not-Star-Wars, as well as Not-Other-Classic-Sci-Fi.

It's fun! I think it's fun.

But after that, we're gonna break the category a little bit; this next game is free; there's a Pay-What-We-Want version available too, should it catch your eye. The game in question?

Stars Without Number

Hell yeah.
This is the game that made me desperately wish I liked OSR. It's so, so good. Hell, even if you (like me) cringe at the sight of STR, DEX, CON, etc., there is so much good material here, that it's worth picking up as a resource for your Space Opera games, even if you're allergic to d20s. It's got a wealth of amazing supplements, piles and piles of useful tables, and is just smartly put together. 

So, so fresh. 

There's a free version that I mentioned, but in looking for images, I discovered that there's a Kickstarter going on for a new edition. Six days left as of publishing this, and it too looks super fresh. Check this art: 

Dope.
The new edition will have a free version too, and it looks to have considerable polish. I don't usually hype projects that I'm:
  1. Not involved in
  2. Not interested in playing
  3. Not done by anyone I know
but if you dig OSR stuff, this seems like a worthwhile use of your time and/or money.

And hey, since we busted the format anyway, here's my all-time favorite PWYW product:

How come I end up where I started?
Though it's since gone traditional, this gorgeous album launched PWYW models into the public consciousness, and I, for one, think we're better off for it.

~Killstring



* * *

1 - Ju-Young Kim, Martin Natter, Martin Spann (2009) Pay What You Want: A New Participative Pricing Mechanism. Journal of Marketing: January 2009, Vol. 73, No. 1, pp. 44-58.

2 - Gneezy, A., Gneezy, U., Nelson, L. D., & Brown, A. (2010). Shared social responsibility: A field experiment in pay-what-you-want pricing and charitable giving. Science329(5989), 325-327.

3 - This is, after all, not a scholarly article, and I'll be citing all damn night if I want to make this point properly.

4 - I do! :)

5 - Not that this really counts as objective critical review, nor am I really trying to do so. But when I can work in an "I used my degree today" joke, I do so. You've been warned.

Getting Sponsorship for Indie Musicians

The penultimate entry in the series discussed here


Sponsorships. Nothing says big-time like an endorsement deal. It's for the big-time, established acts, so obviously, independent musicians shouldn’t even bother. Right?

Wrong. Very, very wrong.

“We’d get sponsorships for our bands all the time, even the ones who weren’t signed” says former concert promoter/artist manager Jonathan Killstring1. “Sometimes, it wasn’t even a specific thing; we happened to know somebody at an energy drink company, or people from a soda company just liked rock music, and told us to figure something out.”

Sponsorships are out there; it’s just a matter of asking.

If you’re interested in reading more on the topic, Simon Tam’s book “How to Get Sponsorships & Endorsements” has some good, common-sense advice2, and the Kindle version usually goes for about $4. For now, here’s the basics you’ll want for getting started.

Your Packet

If you want a sponsorship, you’ll want to speak your target’s language. That means putting together a packet; a nice digital file (usually .pdf), and a high-quality print version. It doesn’t matter how great you are – if they only take physical packets, your email’s not getting you anywhere.

To that end, here’s the format you’ll want to use.

1: The Cover

It should look distinctive; not too busy. Your band logo’s probably all the art you need, but consider tailoring it for each company you send it to; something like “2017 [Band Name] [Company Name] Sponsorship Proposal” should do it. Give them the opportunity to think about working with you.

2: Your “One Sheet”

If they only see one page, this is it. A dramatic, pro photo, major stats/accomplishments, press coverage,  or the big winner: testimonials from existing sponsors. You’re answering the question “what can this artist do for us?” Make sure that they read the answer as "expand our brand awareness, making us fat stacks of cash."

3: Partnership

Here’s where you go into more detail on how the sponsor benefits from working with you. Why are you a good fit? Remember, this entire thing is meant to make someone else's job easier; you're taking some of their advertising burden off of their to-do list.

4. Fact Sheet

What, exactly, are they sponsoring? A tour? You in general? One event?

Make sure they’ve got the details. Be specific: who/what/where/when/why – don’t leave them in the dark. You’re here to get them exposure, which will turn into profits; spell out exactly how that happens, and what you expect them to do on their side.

5: Key Marketing Information

This builds on the last category. As an artist, you represent a niche market; demographics that your sponsor is going to want to reach. Know your audience, and be really clear on how your branding works; if you’re a horrorcore rapper, you’re not going to rep their product in a family-friendly way.

Then again, death metal babies need diapers too, so you can always give it a shot. Everybody wants to go viral, so marketers are much more willing to try unorthodox solutions than they were in years past3.

6: Co-Branding Opportunities

3-5 pitches on how this could work in practice. Illustrate how this could work; let them see how working with you can expand their reach to your demographic. This will make you stand out from the crowd; marketing departments are always trying to get at hard-to-reach demographics; you represent that opportunity. Let’m know.

7: Benefit List

This should mostly be a recap; by now, you should have shown why they benefit from sponsoring you.

Spell it out anyway.

Focus on the custom benefits — go beyond simple logo placement — but cover everything. This is basically your formal offer; be clear on what they get for their expense.

8: The Sponsorship Agreement

Make it easy to fill out and return. If physical, including a SASE, and printing the agreement on carbonless copy paper — so they can tear off a copy for themselves, and send one to you — makes a nice touch, as does a QR code for the digital version. Can't stress this enough; make this part as easy as you can manage.

It’s Within Reach

Musicians represent a unique opportunity for marketers; don’t sell yourself short! There’s room for you in the sponsorship game, so step up and claim it!

* * *

1 - Man, this guy was such a quotable source! Can you tell that I'd gotten a little punchy by this point?

2 - It's a little outdated, but provides a nice outline. Probably worth four bucks if you're interested in the subject, though it's nothing you couldn't find online with some searching.

3 - Obnoxiously so. "We need a viral video" is like saying "we need a hit song," only with far less likelihood that prior success is an indicator of future behavior. Still, mention that you've got "viral potential," and watch eyes light up. Don't overdo it, but plant the seed.

Wednesday, August 23, 2017

#RPGaday2017, Day 23: What RPG has the most Jaw-Dropping Layout?

Continuing the series. That's right, homies; it's Blog O' Clock.



#RPGaday2017, Day 23: What RPG has the most Jaw-Dropping Layout?

Lots of good answers here. For my money, a good layout isn't just pretty, but helps convey information cleanly and effectively. Call it the communication scholar in me1, but if something is gorgeous, but the layout isn't helping to communicate information, then my jaw is decidedly safe from falling damage.

So naturally, Shadowrun 5 is right out.

I love it, but this book is actively harmful
to understanding how to play the damn game.


Looks aren't everything, but they're sure important. So to that end, here's a few thoughts.

Fiasco

Like all good little designers, I love me some Saul Bass. If you're going for dynamic text that conveys a wealth of information with minimal noise, you could do much worse. And if you're going for a neo-noir vibe with a "heist" or "caper" feel, I dare you to do better.

Fiasco, a narrative game2 of unchecked ambition and poor impulse control, has steered into this aesthetic hard, and I love it. Check out this playmat:

Bassian AF.
Now if that doesn't make you want to play some Fiasco, I'm not sure what it'd take; it's probably not for you in that case. 

But it is for me. 

Very, very much for me.

After my first Fiasco game, I commented to the group that I'd gotten more of what I want out of gaming from this three-hour session, than I tend to experience across the entirety of many traditional RPG campaigns. It's incredibly easy to get started with, and I credit the layout for a lot of that. It not only communicates how to play the game, but promises a certain feel, and tone, while looking absolutely gorgeous.

Star Trek Adventures

Insert boilerplate disclaimer: yes, I do write for Modiphius, but no, I haven't written anything for this book. I'm a fan, a gamer, and I bought my .pdf like anybody else. 

Having said that, look at this hotness.

Above: said hotness.
Sure, on the surface it's a two-column layout with occasional sidebars. And yes, it's just replicating an already established design, and gets a long way on nostalgia. But I dare you to load this .pdf up on a tablet, and not feel like you're there. It really establishes the tone, and I'm a fan of the underlying practices, going back through Infinity and Conan, all the way back to Mutant Chronicles 3rd.

Lay it out for me

There are a ton more games worthy of inclusion; Fate Core, Nova Praxis - especially the enhanced edition, good gods - as well as Blades in the Dark, and I'd even go back to Fred Hicks' layout for HERO system 6th edition, which took a super-obtuse game, and went a long way towards making it less daunting... the list goes on and on.

Doubtless I've missed something truly classic, and will feel like a doof the moment I hit "publish" here; feel free to chime in with your thoughts in the comments.

Be excellent to one another
~Killstring



* * *

1 - Or the Graphic Designer, if you prefer. Hey, minors count! I've designed real graphics, I'll have you know; for actual clients who were almost certainly human, thanks kindly.

2 - I've probably been under-citing Fiasco in this series, not because I don't love it - I really do - but because I'm not sure what to call it, exactly. It is certainly a game about Role Playing, in a way that many RPGs never truly are, but that term has come to mean many things. I'm certainly not one for gatekeeping, but it's also a very different value proposition than your traditional RPG - it's meant to be played in one session, for instance - so I don't think there's any disparagement in wanting to distinguish between an improv game intended to be born and die in the span of a few hours, and a lengthy, procedural experience meant to last months, if not years, of real-time. 

They're both lovely things, and welcome, and "real gaming." But definitions are useful. /$0.02

Tuesday, August 22, 2017

#RPGaday2017 day 22 - What RPG is easiest for you to run?

Continuing the series. Let's blog, homies.



#RPGaday2017, Day 22: What RPG is easiest for you to run?

So, here's another tricky one. I'd say The Gehenna Engine, but it's impossible for me to know if that's because I designed the damn thing, or because I succeeded, and it's easy to run1.

If I didn't like it, then it'd be a very different sort of game.


But that feels like cheating.

So let's do something else.

Rather than go with a straight ranking, here's some RPGs that I like to run, and why I find that easy.

Fantasy Flight Star Wars

Full of lovely bits that I
recommend ignoring.
Now, let's be clear. There's a bunch of edge cases, subsystems, and other stuff that makes Edge of the Empire and its counterparts actually pretty tricky to run.

So yeah. I ignore all that stuff.

But the core mechanic of those games, with the Narrative Dice, is actually pretty simple. IMO, the rest of the work is gilding a perfectly gorgeous lily. Set a difficulty, add in some setback dice for environmental stuff, get on with your life. 

And those dice, my goodness. 

This system does a remarkable job of modeling situations. They're luck dice, basically, which I like - it's not a question of whether or not the characters are "good enough" - of course they are. It's a question of whether or not circumstances are getting in the way.

This was also helped by probably the best beginner's box I've ever seen. It really does a good job of introducing the system.

Savage Worlds

So, I haven't actually run much SW - my experience is limited to a couple one-offs, and some playtesting for a (sadly unreleased) Nova Praxis adventure2, to make sure I got the balance and feel right.

But in my limited experience, if you're looking for Grids & Violence combat-focused gameplay, there's been nothing that comes close to being as easy and fast, and that's really allowed me to focus on the things that make running combat fun.

I'm dubious that anybody that I play with would find its character representation and advancement systems satisfying for a long-term game. I myself rather dislike how swingy it is. But when it comes to combat-focused RPGs, I found it easy and smooth for the amount of tactical options it offered.

And damn, is it fast.

Other games

I've got a couple more custom systems that I find terribly easy - EGADS  most notable among them - but a lot of that is familiarity. I can find something like Pathfinder much easier than it might otherwise be, and that's got to be a factor in my own works, no doubt. And easy = / = satisfying; I really enjoy running Infinity and other 2d20 games, but there's a lot of bits to keep track of. I wouldn't say that it's easy for me - not yet anyway - but I find it enjoying to engage with nonetheless. 

Satisfying.

But when it comes to ease of use, it's gotta be those three, in about that order.

* * *

1 - I do have a friend running the game in it's pre-alpha state for someone else. I'm not the GM, not a player; it's terrifying to me, but early returns are promising. 

I can't wait to get this game out of development, and into a more public Beta, so that you all can tell me what a bad lead designer I am ;)

2 - Still some of my proudest work. Eventually, I hope for Hatchet Job to see release. Hell, if I can get someone to run it for me, I'd be ecstatic.

Monday, August 21, 2017

Maximizing Profits for Musicians

Continuing the series discussed here


Time was, it wasn’t cool for musical artists to talk about business. In fact, “business” was seen as a universal evil, synonymous with selling out, a lack of talent and street cred, and a whole other slew of negative traits nobody wanted associated with their act.

Hip-Hop changed all that.

From P. Diddy to Jay-Z, 50 Cent to Drake, the hip-hop artist-as-mogul is an enviable image; a symbol of power, independence, and savvy. But even if you’re not in the hip-hop scene, remaining willfully ignorant of how your music makes money doesn’t make you a rebel; it just makes you ignorant.

With that in mind, here are some tips to make sure the business side of your artistic career is holding up its end of the bargain.

Make it Easy to Pay You

Not just for your merch table, but for promoters, venues, etc. Take cash, sure. But if you’ve got a smartphone or tablet (I’m assuming you do), getting a card reader of some kind (Square, Paypal, etc.) is super-affordable, and stupidly easy. And that’s not even getting into online pay options, like Paypal1.

On that note; Venmo

Whether it stays hot or not, Venmo is blowing up right now; probably because it’s super-easy to send money with.  On the west coast, it’s fast becoming a verb; “Venmo me" is in common parlance. Makes sense; once you're set up, sending funds is basically as easy as sending a text. Not only is this a great way to get paid for merch, gigs, etc., but if you let people know that you accept tips via Venmo, you’d be surprised how much extra cash shows up after each concert.

Up Your Merch Game

Really? This again?

Yep.

If it seems like we talk a lot about merch here, it’s because it’s the least-understood revenue stream for indie artists, and one of the most potentially profitable2. According to merch inventory/POS tracking platform AtVenu, for 500-1,000 capacity venues, the average merch dollar per-head is $3.65. And while those numbers don’t scale perfectly, if you’ve got 100 people at your show, and you’re not making at least $365, you’ve probably got room for improvement.

Have a big, well-lit, attractive display; Christmas lights are great for this. Have someone at your booth as often as possible – not just after your show. Take care of your merch, and it’ll take care of you.

Live Streaming

Not just for concerts; consider live-streaming the occasional rehearsal. In 2016, Brent Morgan was making over $10k/month streaming acoustic performances from his bedroom.

Streaming is a big thing now. YouTube, Twitch, Facebook; pick a format, and get in on it. If nothing else, it's a great way to reach out to your fans, and make new ones.

Above All, Stay in the Game

For those of us in the business, music isn’t just something we do; it’s a massive part of who we are. It’s not a hobby, or a “creative outlet” – it’s our heart and soul, shared with other people. Nothing stings like seeing another talented artist get out of the game because they’re not making any money.

Spend the time to get your business aspects right, and ironically, you’ll have more time and energy to focus on making music.

Which was always the point.

* * *

1 - This also leaves a legal paper trail, which is more important than people realize. Not only can you show "yeah, this is our usual take from a show," but it makes it harder for the other side to try and pull a fast one. "Of course we paid them their full guarantee, I don't know what they're talking about!" Call people on their BS with evidence.

2 - If I could go back in time, this is what I'd be shoving down my bands' throats. The ones I was in, the ones that I managed; it was absolutely neglected by pretty much all my clients. 

#RPGaday2017, Day 21: What RPG does the most with the fewest words?

Part of an ongoing series, occasionally updated in real-time!

Let's blog, homies.


#RPGaday2017, Day 21: What RPG does the most with the fewest words?

For this, I'm actually going to go with a category of game, rather than a particular product.



For my money, nothing communicates the flavor of a setting, a character, and the experience of what playing is going to be like, quite the way that a PbtA playbook does. In a page or two, you get to know all of that, while also communicating pretty much everything you need to know as a player.

Now, PbtA games are not always my jam, but I haven't found any other RPG that communicates so efficiently. Given my own tendencies to overwrite, it's an inspiring bit of craft. If I'm curious about a PbtA game, I often just grab a playbook, and that teaches me an awful lot about the game in question. 

And in honor of the question, that's it for me today!
~Killstring

Sunday, August 20, 2017

Thinking Outside the Booth: Making Your Merch Stand Out in a Crowd

Continuing the series discussed here. And paying tribute to some of the coolest stuff that I saw in my time in the industry, and a few things I wish I had.

You’ve got the standards. Your t-shirts are dope, your hoodies sell out, and you’ve even got buttons, stickers, and maybe some extra wearables at your booth. There’s no denying it; your merch game is solid.

But you want more.

Never fear, my friend; there’s a lot more to the world of Artist merchendise than we’ve covered1. Unique merch can become a conversation starter between your fans and their friends — or as we like to think of them, your future fans — as well as an avenue for the die-hard fan who already has all your stuff to keep supporting you.

It’s gonna get a little weird; let’s not waste any time.

Jewelry

Okay, this isn’t that weird. Even so, there aren't a ton of options readily available; you're going to have to get creative.

Dog Tags

For rappers, metal bands, or anybody with a song referencing soldiers, warriors, etc., custom dog tags are absolutely money. Oriental Trading Company has some good stuff for cheap, letting you put text on red, black, and other colored dog tags without ordering a ton at once. These are perfect if you’ve got a lyric that works in the format. Not always a huge seller, but distinctive and fun.

Custom Necklaces

So, this is likely to be limited-run, high-cost, custom work. But, if you’ve got a fanbase that is:

  • Big enough to support the run 
  • Dedicated enough to purchase high-ticket items…
  • …and actually able to afford them
Then these can be your golden ticket. If you don’t know anybody who does custom work, your best bet is finding someone on Etsy whose work you like, and talking to them about doing some custom pieces for your band. This can work well for all involved, and has the added benefit of getting you in contact with an artist who can make other types of jewelry, such as earrings, for you. It'll be expensive, but if you've got a market there, it's a fun, unique opportunity.

Gauges/Plugs

This is another custom item that is either a goldmine or a trap, depending on your audience. But if plugs and tunnels outnumber standard piercings or unpierced ears in your audience, they just might go nuts over these. It’s difficult to find custom plugs, but DHGate has a couple offerings, and Google is ever your friend in these endeavors. And it's a hell of an endorsement, and awesome publicity. If you've got a circular logo, this can be a home run.

Busted Stuff

No lie. If you break something during the course of your performances, don’t just throw it away – autograph it, and set it at your merch table. Drumheads are the classic here, but the point is to turn garbage into collectables; feel free to get creative.

Grown-Up Stuff for Grown-Ups

We’re all adults here; and those of us who aren’t probably want this stuff more.

Shot Glasses

A classic. Don’t neglect mugs and water bottles, but Shot (and pint) glasses tend to sell much better.

Lighters

Inkhead has some great stuff here – from disposable “gas station specials” to Zippos, flameless and electronic lighters; you can get some great designs on these little guys, and it always pays when someone asks about your fans’ cool lighter. Plus, it encourages fans to bust out the lighters during your ballads.

Other Stuff

We’ve seen all kinds of things over the years; from incense burners, to underwear of various sorts, to (ahem) “adult toys,” the sky’s the limit. Just make sure it’s something your fans will actually buy – nobody wants a box of unsold, branded adult paraphernalia sitting in their garage2.

Bespoke Merch

Tailor things to your own work. Have a song about a nasty breakup? See if you can get a custom tissue box. Spit bars about the flask in your jacket? Get some custom ones made. The only limit is your creativity, and what you can get produced, but if you make something that ties into your music, it'll sell a lot better than generic item #32.

Make it Yours

Bottom line, if you offer something unique, interesting, and unusual, it's more than just another option for your hardcore fans to support you; it's a source of word-of-mouth buzz when you're not around. Any of these should be more than enough to make your merch stand out.

* * *

1 - Somehow.

2 - True story: I used to play D&D with a punk bassist, who had a crate of panties with his band's logo on them, as well as some more... creative merch. It was funny, but it was a hell of a cash sink for the poor band.

#RPGaday2017, Day 20: What is the best source for out-of-print RPGs?

Part of an ongoing series, occasionally updated in real-time!

Let's blog, homies.



#RPGaday2017, Day 20: What is the best source for out-of-print RPGs?

Well, if we mean physical print, DrivethruRPG.com is actually pretty great at this: give it a search, you'll have pretty good luck. Having said that, if you're looking for a physical product...
What it says on the tin.
...it's hard to go wrong with one of these beauts.  A sufficiently large FLGS - like The Source in MN - often has all kinds of fun stuff if you're willing to dig. 

I guess it's less interesting to me, as I'm not super interested in digging up too much. Not to disrespect what came before, but but it's just less appealing to me personally, so I've spent less time thinking about it. Outside of gifts, I'm hard-pressed to think of a situation where I'd want to buy out-of-print RPGs1.

Cheers!

~Killstring

* * *

1 - I suppose there's some historical curiosity to be had; I wouldn't mind reading 1st editions of Shadowrun, Cyberpunk 2020, Traveller, etc. - but I'd want to read a chapter or two, then probably set it aside. I have probably read more of Gygax and Arneson's work than was strictly necessary, and it was clearly written for someone who was explicitly not me. While I don't begrudge that stuff existing, I've no desire to return to it.

Saturday, August 19, 2017

Getting Started With Merch — Step Three: All The Best to All The Rest

Continuing the series discussed here. Part One is here, part two is here.


We’re still droning on about merchandise here, and for good reason; it’s an integral part of how modern artists get paid. A lot of these articles assume that you’ve already got some merch, and you want to make it better. That’s all well and good, but what about artists who are just getting started with merch?

This guide aims to make monetizing your band a painless process. We’ve talked about your music, and basic wearables; and while those are the meat-and-potatoes of your merch table (or vegan soy jerky, if that’s your jam), you also want to look at different items — especially lower-cost offerings. Bottom line,  if you’re not selling these items, you’re probably selling yourself short. 

Let’s dive into the wonderful world of random swag, shall we?

Other Wearables

So! You’ve got a couple t-shirts, maybe a hoodie or two. Awesome.

But there are so many other body parts that aren’t covered in your gear. And that simply won’t do.

Hats

If video games have taught us one thing, it's that people love buying hats.

Jokes aside, there’s a gold mine of opportunity here, so long as you tailor it to your crowd. Beanie hats are always a good idea — more so if you’re someplace with cold winters, but good either way — and bandannas with your logo have countless uses, and make a nice impulse purchase. Take a look at your audience, and take notes. See a lot of snapback trucker hats? Get one with your logo on it, and watch your fans go nuts.

Sweatbands

Don’t laugh – these can be money, if you know your audience. First off, there’s the classic wrist “sweatband” style, beloved by 80’s workout aficionados, as well as drummers who hate dropping their sticks mid-song, and anyone else whose wrists are either cold or sweaty. These can be cheap, fun, and you can also get headbands while you’re at it. Depending on the style of your scene, this is either a license to print money, or a waste of it – so do your research and pay attention. But if it works for you, it’s a solid revenue stream.

Also, don’t sleep on headbands – they’re not just “Sweatin’ to the Oldies” style (though you can certainly get those too); modern polar fleece headbands are super-popular in cold-weather climates, and in certain segments of the post-hardcore scene. Either way, they’re ridiculously cheap if bought in bulk, and make a nice, unique touch for your fans.

Wristbands

Not to be confused with the above, modern wristbands — think those “Livestrong” or “WWJD” bracelets — are stupidly cheap to produce, and can go with pretty much any outfit. Drop a small version of your logo, and band name or lyric on one, and you’re good to go. 

Classic Add-Ons

If you don’t have these, get some, full stop, no excuses.

Stickers

Inexpensive for you and your fans, easy free advertising – they’re a classic for a reason. Sell’em for a buck, give’em away with CDs – it’s all good.

Buttons

Inexpensive for you and your fans, easy free advertising – they’re a classic for a reason. If you’ve got crafty friends, or cash to drop up-front, you can also buy your own button maker, and proceed to make money hand-over-fist.

Posters

Super cheap to make, easy to autograph; a staple for a reason. If you tour, do a new one for each tour; suddenly, you’ve got collectibles.

Good to Go

With these staples in place, you can set up your merch table with confidence, knowing that you’ve got at least something for every fan.



#RPGaday2017, Day 19: Which RPG features great writing in my opinion?

THIRD time in a row blogging on the actual day. Don't expect that to last.

Let's blog, homies.



#RPGaday2017, Day 19: Which RPG features great writing in my opinion?

Shut it down; let's go home.

Kidding aside, I'm super proud of the work that's gone into this game, and I hope y'all enjoy. My contributions are far from the majority, but I was a fan of this thing before I wrote for it.

In all seriousness though, there are a ton of games with great writing. Again, different metrics yield different results. Let's dive into a couple.

Evocative storytelling

Whether in intro fiction or peppered throughout the text; in gazetteers or little sidebar quotes; I really go in for descriptive information. Fluff, if you prefer. A really well-crafted chunk of writing can:
  • Give me an idea of what sort of characters inhabit a setting
  • Let me know the kinds of things they do
  • Show me how that's cool and interesting
When done well, nothing sells me on a game faster. When done poorly, nothing kills my interest as quickly. When done well, but in a contradictory fashion to what playing the game is actually like on any level, then we have 90's White Wolf1.
Evocative, if often misleading.

Anyway. My answer for this category is a mix of different entries, including, um.... 90's White Wolf?

It is what it is.

I really liked the intro fiction from (don't hold me to this) 2nd edition M:tA. The one where the characters span epochs, have a crazy fight with some Technocracy/Order of Reason, Paradox shows up and is cleverly used to the protagonists' advantage, and the main character is a Widderslainte working through a redemption arc.

This was incredibly cool, and immediately gave me an idea of what playing a game in this setting could be like! I was excited - then I read the interior, which basically said "no, actually, you can't do that stuff, sorry."

Now, this mattered less to me and my group. My GM2 shared an enthusiasm for that intro fiction, and agreed that the world portrayed in that fiction was what Mage should be like, and that when the rest of the book contradicted that, it was in error.

Which leads me to my next entry.

Effective communication

I've got an MA in communicaion, and I will talk your ear off about how it's important3. If RPG books are manuals, giving you tools to effectively make a cool game, then they should convey:
  • What those tools are, and how they differ from other tools
  • How that changes the play experience, and the assumptions you game will make
  • The fun things that come as a result of those tools.
For my money, there's a gold standard that I hold myself to. 

Hello, gorgeous.
In my estimation, Fate Core does a phenomenal job of communicating how it all works, and seamlessly integrates snippets of example play in the text to make concepts clearer. 

This is a damn fine text. 

Now, it helps that I also really like the system. I feel that it could go a bit farther in communicating how the rhythm of a Fate conflict is different from something like D&D, but on the whole, I feel like this is a really well-executed piece of text. To tie things together, this is the game that my GM4  is running Mage in. And to keep the Segways rolling...

Visual Pun!
Ahem. The segues rolling...

Blending the Two

For my money, there's something magical when you get effective communication, and evocative storytelling, blending into one beautiful book. A couple examples off the top of my head:

The Dresden Files RPG

I've never seen the "in-character dialog scattered throughout the text" thing done as well as it is here. Killer intro fiction - by Jim Butcher, natch - really sends home the kind of adventures you can expect to have, and the mechanics are explained pretty well. 

Again, it has one of my pet peeves of all Fate stuff, insofar as it doesn't do a great job explaining its unique feel and rhythm, but it's kind of a victim of its own success, insofar as Fate doesn't feel like "D&D, but with a subtle twist," and is far more transformative than something like White Wolf's Storyteller, GURPS, HERO, Palladium, etc. - and not just because of its shared-narrative component. 

That's splitting hairs. The book is great, and it made me excited to play a character and/or run the game.

Nova Praxis

I feel like this is ok for me to do, considering that I didn't contribute anything to this core book, and indeed, was a fan far before I worked with the setting. 

NP has a compelling setting that offers elements of Shadowrun, L5R, Eclipse Phase, and - dare I say it - Infinity, while possessed of an identity fully its own. Straddling the line between Strands of Fate, Fate Core, and Strands of Fate 2, the mechanics are illustrated well, the play examples and character snippits do a fine job of illustrating the world, and they align with the art to make the world feel alive and compelling.

Blades in the Dark

Oh hell yes. 

Taking heavy inspiration from the Thief and Dishonored video games - skillfully enough that I put my own similarly-inspired setting on hold for a while5  - this game brilliantly explains its quasi-PbtA mechanics, setting, scope, and tone with such deft aplomb that it's hard not to hug the book sometimes.

If you want an example of a game that is really good about telling you what it is, this is probably the gold standard.



So! That was fun. See y'all tomorrow!
~Killstring


* * *

1 - You know I love you, 90's White Wolf, but you were super bad at this. If you're going to write a story hinging on advanced powers that don't have stats yet, and are probably forever out of the reach of PCs, don't use that as your opening fiction, maybe? 

Let me know who I can be.

2 - Hi GM! Do you like me? I like you! Please be nice and bring my characters anguish and suffering, and I will bake you cookies in thanks. Bye!

3 - Ironically, a poor communication tactic. Studying a phenomena doesn't automatically convey skill with it.

4 - Cookies. No joke! If you kill off a beloved NPC, with them dying my my PCs arms, cradling them as they try in futiilty to tell my PC that this isn't their fault (when we all know that it is), I will even let you pick which kind of cookies.

Think about it. :)

5 - I'm not mad, but I'm not stupid either. While the settings, systems, and types of games are very, very different, I called my main city "Dirkwall" - Blades is set in "Duskwall" - I too feature demonic leviathans - sharing inspiration from Dishonored - hell, I even found inspiration in Neko Case's Furnace Room Lullabye

Despite them being super-different games, there's just no way I wouldn't be seen as a derivative work if I was coming out with this now. So I've tabled it for a minute. It'll be fun when I eventually release it, but this is really not the time.

Friday, August 18, 2017

#RPGaday2017, Day 18: Which RPG have you played the most in your life?

Second time in a row blogging on the day in questing; gonna try to keep this brief-ish.
Let's blog, homies.



#RPGaday2017, Day 17: Which RPG have you played the most in your life?

Well, this is probably going to come down to which metric we use for "most1." So eff it; let's do it by category.

By calendar time

Spookfriends!
Gotta be V:tM, right? I LARP'd for multiple years, many of which were in the same game. I wound up running some tabletop games, and then playing in a lengthy one years later. So if we're going by that metric, then it's gotta be my angsty spookfriends, and it's not terribly close.

I can earnestly say that this damn setting has given me more frustration than pretty much any other - so very, very much of it doesn't work for me, from the mechanics, to the politics, to the overbearing "but we have to make it daaaaaark" of much of the tone. That's even before we start getting into some of the questionable representation of real-world cultures - historical and otherwise - in earlier sourcebooks.

So yeah, it stumbles a lot. But a large part of that is due to trying. Honestly, it'd never have been frustrating if I didn't love the damn thing so much. I have as many - if not more - of the same complaints with say, Rifts, but I don't have any kind of real attachment to that property, so it doesn't really affect me much2.

So yeah. V:tM is a prime example to me of loving something deeply, while being keenly aware of its flaws, and unwilling to simply accept them3.

By Hours

If we include GMing, it's probably the Gehenna Engine by now, or getting close. Playtesting is a thing! Beyond that, I've never really been in a group that has "their system" that got stuck with. Shadowrun (if you combine 3rd, 4th, and 5th editions), D20 (if you combine D&D 3X and Pathfinder) probably make a strong showing, for ubiquity's sake if nothing else. 

By Number of sessions

Can we count "scrabbled-together, close-enough-for-jazz" systems? Because across my time as a player and GM, that's probably what I've seen the most of. 

This, let's be clear, has been a Good ThingTM.

All things being equal, a bespoke solution will outperform an off-the-rack one, and in a gaming style that heavily de-emphasizes use of the system, things get close to being equal pretty quickly. This has assuredly influenced my design style, as I'm very cognizant about giving people tools, and ways to ignore them. To my use case, a system needs to be really enjoyable at its core mechanic, with little else to support it - because many groups will throw everything else out the window, using as little as possible so that they can get on with the part of the game they're enjoying. 

Deep engagement with mechanical complexity is fun too! I can enjoy that quite a bit. But for my 2d6 worth, if a system can't be effectively streamlined, that greatly limits its utility, and likelihood of being used.

Cheers!
~Killstring


* * *

1 - Also, which metric we use for "play," but that's another can of worms.

2 - Not to knock Rifts! A lot of people dig it, and that's cool - people should like things! I bounced off it once, and never felt compelled to give it a second look; but I'm certain it has a lot of merit as well, and I'm not opposed to attempting to find it for myself someday. But there's no emotional attachment there.

3 - I should probably note that the Onyx Path 20th Anniversary stuff is lovely, and goes an immensely long way towards addressing any and all of these issues; I've just never had the opportunity to play the thing.

Getting Started With Merch — Step Two: Wearables

Continuing the series discussed here. Part One is here.


If it seems like we're a broken record with our discussion of merch, that's not an accident; it’s an integral part of how modern artists get paid. A lot of these articles assume that you’ve already got some merch, and you want to make it better. That’s all well and good, but what about artists who are just getting started with merch?

This guide aims to make monetizing your band a painless process. Today, we’re going to talk about wearables – t-shirts, hoodies, and other gear for the human form. Getting started can be daunting, but never fear: we’ve already made the mistakes (and talked to those who have), so you won’t have to.

Starting With Nothing, Working With Designers

First of all, starting with your logo is probably the way to go. If you don’t have a logo, or any other existing designs, you can usually get someone to make one for you on the cheap. Friends, family members, art students at the local university — odds are, you already know somebody who can:
·         Make you a killer design, and
·         Do it way more affordably than hiring a graphic design firm, professional graffiti artist, etc.
·         Will generate a bunch of hype for you, by telling all of their friends and family about the awesome band/emcee/DJ they’re making sweet art for

At the indie level, it’s all about relationships. Don’t abuse them by trying to take advantage of people — but as an indie artist, even though you’re not as established as a chart-topping mainstream star, you’re still a professional, and you still get paid for your work. Treat artists the same way, and you’ll both blow up together. Be respectful, and pay them for their work. 

Once you’ve got a design (or several), it’s time to put it on some wearables.

T-Shirts

The classic. You’ve seen them, you probably have a couple, and you know you need at least one for your merch stand. Let’s dive in.

The iconic black music t-shirt is a classic for a reason; most people can find room for a black t-shirt in their wardrobe, and they’re pretty easy to manufacture, and most designs look pretty fly on black, as opposed to other colors.

Having said that, don’t write-off the idea of having multiple designs just yet. If you’ve got some cool art that didn’t make it into the album, or a proposed logo that you didn’t like as much as the final product, here’s a great place to use them. Fans LOVE t-shirts; if you give them the option to buy different designs, many will.

However you go, you can often get shirts that feel better and cost less if you go with a lighter shirt, something in the 5.3-5.6 oz. range.

Hoodies

Another standby, especially if you live somewhere cold. Zipper hoodies are the standard, but cost a little more to produce than pullovers. Having said that, it’s best not to rock the boat when starting out; get a black zipper hoodie with your logo on it (front or back), and your fans’ll buy them.

Simple is Good

Lastly, don’t overdo it. Merch options are good, but when starting out, a lot of artists waste money on a variety of unpopular designs. Start with a few solid offerings, and slowly build up your options; soon enough, you’ll basically be a clothing line unto yourself.

Getting Started With Merch — Step One: Your Music

Continuing the series discussed here.


We talk a lot about merchandise here, and for good reason; it’s an integral part of how modern artists get paid. A lot of these articles assume that you’ve already got some merch, and you want to make it better. That’s all well and good, but what about artists who are just getting started with merch?

Bottom line; you’re a musician. People have come to hear you perform your music, and you owe it to them — and yourself — to make it easy for them to not only listen to it later, but for you to make some cash off the deal.

In the modern era, people tend to buy music in three ways:
  1. CDs
  2. Vinyl
  3. Downloads
Let's break it down.

Compact Discs

Of these three, CDs are still your best bet1. Even if your fans take them home, drop them in the computer, and immediately turn them into .mp3s, people like the tangibility of buying something that they can take home. Additionally, they’re super-easy to sign (if you’re not autographing stuff for free at your table, you’re either missing out, or playing stadiums), and still portable enough to fit in a purse or pocket.

When it comes to getting your CDs, Cravedog and Discmakers are the industry standards2, but there’s a ton of options available.

Vinyl Records

Having said that, don’t sleep on vinyl; it sounds great, it's got value as a collectible, and if you’ve got a hip(ster), millennial audience, odds are they’ve got some nice turntables among their ranks. If you can move vinyl, it’s a great way to get your band noticed – when somebody puts your record on at a party, it’s an event. That’s great publicity; anytime you can get people buzzing about you when you’re not presentis a win. Vinyl’s usually less profitable than CDs or downloads, but the people who use it tend to love it.

Gotta Groove Records, based out of Cleveland OH3, is our favorite, but again; Google is your friend. Find something you’re happy with.

Digital Downloads

“But wait,” you say, “how am I gonna sell digital goods at my merch table?” A fine question, my friend.

Here’s how.

Step One: Set up Your Downloads

If you haven’t already done so, set up your music store of choice. Soundcloud, iTunes, Bandcamp, Google Play Music – pick one. Or, if you’re using several (which you really should), pick your favorite — ideally the one with the highest profit margin for you, and the lowest price for your fans.

Step Two: Get a QR code

There’s a ton of free QR code generators online; pick one, and generate a link to your storefront of choice. Now, people can buy your music on their phones while standing in line to buy a t-shirt. Done.

Step Three (optional): Get Fancy with your QR Code

There are a couple ways to do this: individual strips (that you can autograph), a banner at your merch table, or just a cool concert poster with the QR code incorporated into the design. Printing out a setlist with the QR code for your night's concert is cheap, and provides a unique, autographable tangible artifact to go with your download.

Your Fans Want to Buy Your Music

At the end of the day, your fans are looking for ways to support you, and if they're your fans, they probably like your music. That means they'll want to buy it, so they can listen to it. Simple, right? Make it easy, make it fun, and it’ll make you money.


* * *
1 - It's worth noting that CD duplication was one of the services my former employers had monetized. That said, I don't feel like this is disingenuous; tangibility matters.

2 - No pitch here, these are the old standbys. Also, Google is your friend.

3 - As long as you live in the continental US.

Thursday, August 17, 2017

#RPGaday2017, Day 17: Which RPG have you owned the longest, but not played?

Oh wow, I guess I can do these on the actual day, huh?

Damn.

All right! Let's blog, homies.


#RPGaday2017, Day 17: Which RPG have you owned the longest, but not played?

So, as has probably come up by now, either in the archive or in conversation, I came into the hobby in the early aughts, via White Wolf LARPS. An acting student who had very little interest in D&D1, I was actually tricked into my first gaming sessions as a way to work on my improv skills. Once I got over the initial strangeness, 20-year-old me thought that dressing up and engaging in collaborative, semi-structured improve was just the coolest effin' thing ever, and I loved WW's Angsty Edgelord games.

Years have passed. And you know what? That was really cool. Not even in an ironic, "I love it because it's so dumb" kind of way, but there's some good stuff there. Judge me, but I like it.

Anyway. That's subtext. Here's an answer.

So hot, the book itself is on LITERAL (not literal) FIRE.

Hunter: The Reckoning

God damn, did I think this was cool. I didn't even realize that Hunter was a White Wolf property, watching my homie play the Xbox game; that is, until he rolled up on a Lasombra from V:tM. Man, that was validating; I felt cool for liking White Wolf games. It was nice.

Also, Hunter was slick as hell. Action hero Van Helsings in the objectively terrible World of Darkness? I was so very, very sold. I knew exactly the sorts of terrible people who inhabited that setting; I played with them - hell, I was some of them - and humanity needed protectors. I wanted to play this game so badly. I bought a copy as soon as I realized it existed, so this would be sometime in 2002. 

I've owned several copies since then. 15 years, and I've never played it once

I tried to run a game once, but everybody wanted to play Vampires, so things changed quite a bit by the time the game started. Nothing wrong with that; me and the ladies involved (and eventually, a few boyfriends brought along) had a grand time, but it sure as hell wasn't a Reckoning. The video game's sequels would prove to be the closest I ever got to playing. 

I Reckon the Moment's Passed me By

It's just not the same.
Nowadays, the chances of me getting my Hunter on are so laughably low that I won't waste numbers on them. This sort of thing has been relegated to the world of Katanas & Trenchcoats2-type satire games. And while Onyx Path's 20th Anniversary Kickstarter Machine might come around next year, I somehow doubt it - this game just didn't seem to capture people's imagination in the same way.



Good! Also not the same.
And in fairness, it's not hard to see why. If you're a fan of WW games, you probably have some strong positive associations with some of the presumed primary antagonists of Hunter; who wants to play a game about destroying all the interesting, flawed, beautiful immortals that you love so much? The idea of taking a flamethrower to these critters couldn't have been less appealing to my gaming group, and I bet that's not a unique experience. Never mind that it tried to place itself in a pocket universe, where you're not actually using the other WW critter types as antagonists; that's how people used the game, and that's kind of what it became in people's minds. 

Modern games like the excellent Monster of the Week fill the niche to a degree, letting people get their Buffy/Supernatural on, and I've really enjoyed my experiences with that system. 

But its success makes me just the tiniest bit sad. The game is good enough that anyone looking for something in that space will look no further. Meanwhile, it's been so long since I cracked open my copy of Hunter, that I barely remember its contents. Doubtless, 2017 Killstring would be frustrated by its mechanics, and immediately try to port the thing to Gehenna or something. There's no way it matches up to the grandeur in my head.

So I imagine it'll sit on my shelf, burning in perpetuity, forever alone3

~Killstring
* * *

1 - And a family that was convinced it was somehow satanic, which had left a weird, unearned taste in my mouth. 

2 - Which is awesome, let's be clear on that. #YOLF

3 - Which is kind of fitting for a White Wolf game, now that I think about it. Have some angst, little book! :D