Showing posts with label Publishing. Show all posts
Showing posts with label Publishing. Show all posts

Tuesday, August 1, 2023

Why the Cupcake Scouts Should Be BIG



Yesterday, as I'm putting pieces in place to have a successful launch today - uploading the game to Drivethru, setting up the merch shop, getting the banner ready to go, and deciding on some 'marketing' ideas (insofar as I do marketing - not my jam), Mary and I got into a bit of a debate. We have a fundamental disagreement about how I should be going about things. I came to this creative life of mine through two big influences weighing on my thinking - first, my favorite creators were independent guys; they forged their own pathway. They wrote articles and gave interviews and composed editorials about creator's rights, maintaining your copyrights, controlling your own destiny. Second, I read horror story after horror story of someone who had their ideas consumed by corporations and received a pittance. About people who were the creative workhorses, and nobody knows them, and they died with nothing. I became convinced at about 20 years old that the industry doesn't care about me, will never care about me, and will only ever try to manipulate me and (as Hamlet suggests), will use me as a sponge, wringing me dry and then throwing me away. 

Every MCU movie convinces me I was right; nobody cares that Roy Thomas created this character or composed that foundational storyline that became an entire phase of the MCU. Nobody is concerned that Jack Kirby set the visual motif that is now being wrung dry. John Byrne is not collecing royalty checks for creating the entire aesthetic of the She Hulk series. I didn't see his name in the credits (now, I didn't look very hard - but I shouldn't HAVE to look very hard. He came up with the whole idea).

But Mary walks into Barnes and Noble or sees the newest release from PIXAR, and says, 'that should be YOU'. And she's not wrong. I produce objectively good content. I write excellent games - they are very playable, engaging, well-designed and sometimes quite clever. I write excellent stories - character driven, with well-developed worlds and consistent narratives. They are sometimes quite clever. 

But there are a lot of people producing a lot of content. Much of it sucks. But a significant portion is well crafted. It's objectively good. Some of it is quite excellent. They even have clever ideas, too. They also sit at their keyboard and wonder why a blog they've been working on for over a decade averages a handful of readers each post.

[Insert shrug emoji here.]

Mary wants me to 'swing for the fences' and try to get with a traditional publisher so that I can reach a bigger audience. She sees self-publishing as a one-way road to insignificance. I don't know how to tell her that my soul would likely be lost in the exchange.

This becomes (to my mind) the fundamental reason that the comics industry keeps folding in on itself. It's the reason that actors and writers are on strike in Hollywood. It's because there are FAR more creative people making quality content than there are legitimate pathways to reach an audience. The audience is only so big, but we have more and more people creating every day. Mary asks me 'well, how did JK Rowling do it, then?' and my answer is that I have no f-ing idea, but I don't think it can happen again. Once in a generation convergence of luck and audience and idea and execution that we might never see again. It's like, who's the next Tom Brady? There is no next Tom Brady - because we have ten guys all playing at Brady level now, and they are going to knock each other out every year.

All of that said, Cupcake Scouts represents, to this point in my creative career, my best chance at breaking through. Here's why I say that:

It's GOOD. It's a fun game, designed well, executed well; it is fast to learn, fast to play, something you can do as a one-off and have a lot of fun, or something that will lend itself quite easily to extended campaign play if that's your thing. You can drop in and drop out as much as you want, and the game holds up. The art and writing are top notch. Some of the pieces (the cover in particular) look professional. It looks like I paid someone to create parts of this. This is the LEAST important reason (because great stuff gets ignored all the time).

It's DIFFERENT. It's just different enough from other things to stand out. It doesn't look or feel like anything else in the market right now. It has a unique worldview, an unusual perspective, and a feeling of being pretty fresh compared to what's around it. It is not a re-tread of anything. My fantasy games try to stand out among thousands of fantasy games; my superhero games try to stand out among dozens (if not hundreds) of superhero games; this game is in a market of one. It's not really competing for a specific audience with anything. It can find the edges of a bunch of different audiences and Venn Diagram them together.

It's SIMILAR. But, it evokes enough stuff you already know. It's got Supernatural, and Buffy the Vampire Slayer, and Scooby Doo, and Stranger Things vibes. Those are things people know.

It's TRENDY. All of the similar stuff above helps. But it's also very pink, and pink is suddenly very in. My style has, despite my best efforts, started to take on Anime/Manga vibes, even though I am not influenced by Anime or Manga at all. My style just kind of moved in that direction. That's trendy (or at least has been - who knows what tomorrow brings?) - and so it's ended up being 'in'. My wife and daughter react more positively to my art for this than for anything else I've done. They say that other pieces I've done are 'good', but they actually 'like' some of these. 'Good' implies no emotional connection; 'like' means you feel something when you see it. People need to feel something in order to connect to this.

It's a POINT OF ENTRY. This is weird, but it might be the most important reason of all. Gamers can use this game to get their wives and daughters and friends and cousins and students to understand RPG gaming. It's a very simple concept to understand (cupcake scouts go on missions to kill monsters - got it); it is easy to learn mechanics (I roll 2d6, add a number to it, and try to get a 10 - got it); it is very easy to make and personalize a character (I have a dagger, and a few special abilities - got it). You can be playing in ten minutes, and done playing in an hour. Or, you can spend weeks, months, or (theoretically) years playing. However, for new people to the hobby, this is MUCH less intimidating than D+D, and it introduces the idea that all games don't have to be fantasy adventures set in the world of Lord of the Rings.  

All this is to say that if my dreams come true, I can one day be walking down the street and see a stranger wearing a Cupcake Scouts t-shirt, and I'll stop them and say, "Hey, I'm the guy that made that!" And then he can say, "NO. Teepublic made it. Who the Hell are YOU?"

Then my life will be complete.

Thursday, April 6, 2023

Adventures and Visibility



Going forward, I have two goals for Hack'D & Slash'D:
1. Build a community of players
2. Continually create new content

That seems pretty straightforward, but there are a thousand ways to skin a cat (or to fillet a dragonet... or to dessicate a dwarf). The keys to this are frequent releases with high visibility. That means I have to have new stuff posted to DriveThruRPG a lot. I post to my blog almost every day (sometimes, like today, more than once a day), but I'm here in a little corner of the internet, and a few of you come by routinely, but I'm largely hidden from the greater game community. DriveThru is the only place where I can get a large number of eyeballs on my stuff.

I like the idea of the living bestiary and living companion. Those seem like the second-tier resources, but since I'm always going to be updating them, they really cannot be 'releases' on DriveThru. I love the Dragon Magazine model (here are three articles - one on dwarven weapons, one with some monsters, and here's a short adventure), but that model doesn't align with my 'other' model, which is the ongoing updates to the bestiary and companion documents. So, the living documents stay as the second tier (the first tier being the core rulebook, which is the only thing that people are expected to pay for).

The third tier then should be 1-2 page adventures. These would not include monster stat blocks (since the link will be in the document to the stat blocks).

Here's the idea for how to organize this right now:
- A series are for level 1 groups. These use the '5-room dungeon' model. I already have the first two of these done.
- B series are for level 2 groups. These use the '5-room dungeon' model.
- C series are for level 3 groups. These use the '5-room dungeon' model.
- D series are for level 4 groups. These use the '5-room dungeon' model.
- E series are for level 5 groups.  These use the '5-room dungeon' model.
- M series are for the Vault of the D'Ro (M is for Megadungeon). These would be numbered by level. The picture at the top of this post is level 1 of that dungeon, and I just finished the drawing for level 2. I would like to get these out pretty quickly.

Sunday, July 31, 2022

Decisions and Revisions That A Minute Will Reverse

I LOVE the Love Song of J. Alfred Prufrock. It is about a middle-aged guy who is paralyzed by his fear of what others are thinking, or of making the wrong choice, or of going in the wrong direction. He'd rather stay where he is than take a risk, because what if it fails? What if things get worse? I will stay right here, thank you very much.

Do I dare disturb the universe? Do I dare, indeed.

It's such a great poem. I don't know that the 15- and 16-year-olds that I read it with can truly understand what it means to have a lifetime of plans that didn't quite work out how you planned. I do. That's why I love it.

That said, decisions need be made or no progress can happen. I've already spoken about my art flow and layout issues, and I'm happy with how that series of choices has panned out. I'm happy to keep working in Microsoft Paint. I've learned how to maximize it, and I think that the limited options force my hand with creativity a little bit; I have to push it to see what I can get out of it. There's something artistically... noble(?) about that. I don't know. But I like it. I like the limited palette I've decided on (black and white linework with grayscale backgrounds). I like that I'm thinking in half-page increments, 2100 pixels wide and 1500 pixels tall. I like that I'm thinking of varying between short character-centered stories and longer narratives that move some sort of story forward.

I hate a grind. I cannot do a grind. I've tried grind. I cannot do it. But I like a regular schedule. I want to keep a regular schedule. I think that a regular schedule is a good thing for everyone.

Plus, my childhood. Everything comes back to my childhood. I knew when the new issue of GI Joe was coming out, and I knew when I could expect it in the mail; it often appeared at the grocery store a day or two ahead of making its way to my mailbox, so I sometimes ended up with two copies of an issue because I couldn't wait the extra day. I finally canceled my subscription when I realized that the guy at the flea market sometimes sold new issues as much as a week ahead of the newsstand. 

I like the idea of a monthly publication. So, I'm not sure what it looks like yet (okay, I know that it's not print but will be some sort of either pdf or web site or comic forum or something that is available online). I want to release something on the first of every month; it might be a chapter from the longer narrative I'm working on, or a shorter complete story. It might be a greatest hits collection or the complete handbook of the Army Ant Universe or I don't know what. But, it will be something that is somewhat COMPLETE. It will be a satisfying read on its own. It will move the needle 'forward' in some meaninful way. It will be a 'complete issue' of 'comic book'. 

I'm thinking that, minimally, this will be 8 pages (4 full pages in print) with a very short story on the order of one of my earliest stories, 'Food Fight'. More likely, it will be on the order of 'Slab Smash', which is 16 pages (8 full pages in print), that tells a longer story. Sometimes, it might be as long as one of my original comics (which were 16 full pages, so that would be upwards of 32 half pages). I doubt that I can be that productive, but I also know that I have sudden bursts of creativity sometimes that allow me to pound out 30-ish pages in a week or two. So, it could happen.

This commits me to SOMETHING. It commits me to telling a story of some size once a month, but that's it. My stories don't lend themselves to the drip-drip-drip of regular one-page updates, and I'm not going to try to force them into a format they don't feel like they belong it. 

If this is going to work, I need a few quick victories. I need a handful of short stories 'in the can'. I don't necessarily want to release these right away, but if I have a tough month or need a few extra days to get together the story I really want to release, I'll have a few 8-pagers in my folders that I can draw from to publish that month. I need at least two or three of those at the ready so that I don't fall behind in the first six months of this endeavor. I would like this to build some momentum, but I'll have to build in some security to ensure it will. 

One more decision before I go: The new "Army Ants" should launch on September 1. That gives me thirty days to get all of my ducks in a row and get some work done. I think if I can end the month with a plan, a place to publish, and at least three stories ready to go on September 1, I'll be in good shape.

I love it when a plan comes together...


But I don't HAVE a plan yet.

I have a little bit of a vision, though. However, I'll start by being completely honest about what I'm not going to try and do.

I am not trying to build an audience or gain popularity - to get more eyes on my work. This has been, historically, my overriding goal. I've tried to do what I thought might be popular, or might get a few more likes, or what someone on a webcomic forum said, or what the prevailing wisdom was... but not what I really wanted to do. 

I've been told that to build an audience and gain popularity, you need to release often and consistently. Or you need to be in full color. Or you need to be on this social media. Or you need to market in this way. Or you need to have this sort of focus. Or you need to... ad infinitum.

But none of it has ever worked. I've tried it all in some capacity. The worst direction I ever received was from a jaded older director in college who told me, 'do it again, only BETTER'. The prevailing wisdom has been, again, that I released weekly, but nobody cared... if I released TWICE a week, that would help. So, I tried twice a week. And nobody cared. Release on Tuesdays and Fridays. No. Release on Monday, Wednesday, Friday. But release in the evening. 

Actually, the problem is your idea. If you find YOUR AUDIENCE and target your comic to them specifically, you'll be successful. I did that. Nobody cared.

So, it's my turn not to care. I mean, I hope you like my comics and games. I really do. I hope you love them and share them on social media and tell your friends and decide to tip me a few dollars a month at some point. But if you don't, I'm not going to change what I do and how I do it in some vain effort to convince you to do so. If army ants is meant to reach an audience of a million people, it will. If it's meant to stay where it is, then that's what it will do. But I'm not going to make decisions that will have me do what I don't want to do in order to maybe get more readers.

My wife keeps saying I need to be on Instagram. I don't like Instagram. I think it's a waste of time and energy. If I can find a way to maintain a presence on Instragram with almost zero effort; I will do that. If Instagram is going to ultimately require daily check ins and maintenance and follow-up, I'm not going to do it. I'm not going to pretend I might. I already know I won't. 

I keep being told to go where my audience is. I have no idea who or where my audience is. Maybe I don't have an 'audience' beyond some tried-and-true peeps who've been reading my stuff for decades. You are all awesome, and if it's just us going forward, that's cool.

I suppose that I'll take the plan one piece at a time, and see where it leads. I'm not sure yet... but at least I know what it won't be.