I decided to try my hand at an iconic sort of John Byrne pose and built the cover around that. I cannot stop drawing like me (since I've been drawing like me for forty years now), but it at least has some JB vibes to it. Not bad for a first pass at a cover design, if I do say so myself...
Sunday, August 4, 2024
This Alone Would Justify A Kickstarter
If I Was In Charge of the MCU
IRL
One of the things that the comics do well (when they do this well) is that they have the superhero's performance closely tied to their drama outside of super life. When Peter is fighting with MJ and forgot to stop and get bagels for Aunt May, he's suddenly struggling against the Green Goblin more, because things just sort of spiral out of control on him. Tony Stark's personal life is in shambles, and suddenly he cannot remember how the repulsors work. One of the great things about FASERIP was that it had Karma, which actually created mechanisms for this stuff to directly impact your super-heroing.
I've got an idea for a mechanic called In Real Life (IRL) that would have a direct bearing on your superhero life, and emulate Karma (after a fashion).
Your IRL starts at zero. Everyone is pretty chill. No drama. But then you get a call that your sister needs your help just as the alarm goes off at First National Bank. You don your mask and ghost your sister. You take a -1 hit to IRL. At the beginning of the adventure, your GM requires you to check mind (DT 4). You fail. It was your mom's birthday. Oh, shoot. I mean, you kind of got her world peace for her birthday, but that's not going to make up for missing the luncheon. -1 to IRL. As long as your IRL is at 0, things are okay. People might be a little annoyed or a little extra pleased with you, but it's not affecting your superhero life.
But... once you get into positives or negatives, things change.
At -1 (or +1) you receive a shift to your hero points, moving either up or down one die rating. At IRL -1, your hero points (normally worth D10) drop to D8. At IRL +1, your D10 hero points are now rolled using D12.
At -4 (or +4), you receive a -2 or +2 shift to your hero points, moving either up or down two dice ratings.
At +10 or better, you're on top of the world. You get the +2 dice shift, and +1 bonus hero point. Go you! But... you can also hit rock bottom. At -10 IRL, you've watched your life totally fall apart. You cannot use hero points at all, and you suffer -1 edge to all of your checks. EVERYTHING falls apart. You cannot focus, you keep dropping your weapon, you cannot get your powers to work.
I think this would be a rare thing, but I also think it could be a cool way to build a character arc that is supported mechanically. I think of Daredevil's Born Again storyline here.
Your GM would have a lot of autonomy in deciding this, and could even deal bonus IRL damage for huge events. You forgot to get the medicine for your grandfather (-1 IRL), but he ended up having a heart attack and went to the hospital as a result (oof. That's another -3). And... while you were off saving Meridian again, he kind of died (yeah. That's another -5, so you're at -9 from this one series of awful things). You're living on the edge of everything falling totally apart on you. When Uncle Ben dies, Peter Parker hits -10... and realizes he can never let himself feel this way again. It's a character-building moment because the weight of his life choices ended up costing him dearly.
I like that this sytem:
- Emulates comics (always good).
- Can be plugged in easily or totally ignored (always good).
- Is very easy to manage, track, and implement (more goodness).
- Puts a heavy focus on roleplaying and character work without adding much. Character stat blocks don't need to add this (because everyone is assumed at zero). It's something you could choose to use for your character (Rogue TOTALLY has this), or ignore (Wolverine is Wolverine whether or not he's madly in love with Jean, and whether or not she loves him back). Some characters wouldn't worry about their personal lives, because being a super is all it's about. A player who wants to curate this gets a benefit from doing so (the bonus to hero points for success), knowing that the risk of messing up is always out there for the GM to tinker with. I almost think that a character like Captain America has this turned off entirely. He's going to always put his country first, and personal sacrifices are going to be necessary. He won't let the personal disappointments of his life interfere with his job performance. That's a character-based decision right there that has in-game consequences (because he cannot get the hero point bonuses either - no matter how much good he does, it never really makes much difference - he soldiers on anyway).
- This 'replaces' XP in some measure. Your character can 'grow' and get 'better' over time in a meaningful way without the power creep of leveling. It's more organic, but also creates a sense of change in your character over time. It rewards ongoing play.
Saturday, August 3, 2024
Cobbling The Book Together
After binging the rest of X-Men '97 (I couldn't help myself), I spent a few hours this afternoon and evening moving everything for Stalwart into a single document, and then started to work on formatting and organizing. I plunked in everyting that I think is necessary, and left a few spots for expansion/clarification where I have a few ideas... and the book is 83 pages and almost 40,000 words! Dang. The 'rules' are only about 24 pages, and then the rest is setting, characters, and background. Still, it's a bit of a beast. By comparison, Stalwart Age was 87 pages and 23,000 words overall. I increased the font one size (from 10 to 11), so the pages don't feel quite as jam-packed (and as my eyes get older, I need larger fonts - I am my target audience). That said, this is a much more complete package than anything I've done in a long time.
I like the smaller format of the 6x9 book, but I think that a traditional 8 1/2 x 11 book (saddle stitched) is the best for gaming; I'm constantly bending pages in my trade paperbacks, but the big books lay nice and flat and are easier to manage. The bigger book also leads to more variety in page layouts, so that the whole thing ends up a little more interesting and varied throughout. The layout of the Stalwart books has been very easy, since it's a single column in a smaller space; this takes more management of the space, and I've already got a few pages I really like (and a few that bother me and will need work).
All-in-all, off to a good start.
I still don't know what to DO with this (like, is a Kickstarter even a viable option), but I figure I can probably have it done in a few weeks.
X-Men 97 and In Medias Res
Thursday, August 1, 2024
Transparency Report: Some Numbers and Business Model Talky Talk
Why am I sharing this?
I suppose because this is the reality of being a self-publisher. I talk to a LOT of friends, family, and students about this, and their shared belief is that you go through a three-step process: A) Create something that's pretty good, B) Put it up for sale, C) Buy a yacht and set sail around the world, because you can do that now. You're a 'published author' = 'you must be rich' (or, you'd be rich if you were working for one of the big companies rather than doing this stupid independent thing you are so fixated on, but that's a whole other discussion - I have no numbers but do have a lot of anecdotal evidence that suggests I am probably better off where I am right now).
This begs the question - why don't I just come out with another game like Stalwart? Except do that every two weeks? Forever? Wouldn't I then increase these sales all the time? Like... duh. The only problem is that ... A) Stalwart somehow finds one of the remaining sweet spots in the industry where the supply has not quite caught up to the demand (supers systems of low/medium crunch), and B) Stalwrt took me forty years to finally get right. I've been trying to write this game since I was eleven. I don't think I can do that again next week. If I start now and live to 90, I might squeeze out another one of these. Everyone has their go-to fantasy game, and most people don't need another one. For some reason, many people are still looking for that holy grail of supers games.
Okay, Let's Crunch Some Numbers
1. First of all, I also launched the itch.io page, and have 27 core rules downloads (I put it up PWYW there because I had no idea how the model worked there really) and have had 10-20 downloads of the other books, and zero total sales. I'm not loving itch. It's got a different set of people (that's good) but they don't seem to really be as invested or care as much (that's bad). I'm competing with a wider and not-necessarily-compatible set of products for space. I'm meh about it so far. I'll keep it up (because why not) but I don't see much value in it right now. Maybe that will change.
2. I am a pretty active blogger, and I talk about my game a LOT (I think). Even when I don't have new releases, I'm trying to continually keep people aware that I'm working on the game, and I produce a lot of tertiary stuff that ties into or adds to the game in some way. I have been blogging for 14 years and this is post 1,290 ... and an average of about 25 people read any post I put up (posts with images end up in the 30s, posts with no images end up in the teens). I have NO idea how people make any money blogging (maybe they're a little more broad than 'niche game I produce in the darkest corner of the internet'), but still. You'd think I'd be able to get more traffic after 14 years and 1200 posts :) I added an image to this post just because I hope it gets some traffic (and full disclosure - this post is part of my business model, too. People might not know or care much about my game, but people are interested in reading about publishing if they want to do it, and more eyeballs is more eyeballs).
3. I ran a banner for Stalwart, thinking this would be a home run, and it was BY FAR the weakest banner I have ever run (20,000 impressions with 8 clicks - so .04% - that is very, very bad). I don't know why, but I suspect part of it was the high number of people who visited the Stalwart RPG page to begin with. They didn't click the banner because they had already seen the game's main page. That's the best I can figure.
4. My core 'business model' - a few foundational books in my back catalog along with frequent smaller releases as PWYW to keep new eyeballs on my stuff, is the winning formula. Over these two months, my sales break down into these three categories (broken down by sales, not by my earnings, which are 2/3 of this, so out of 400.62 on the two months my earnings are 260.40):
- Stalwart Core Rules (the thing I am trying to sell): 119.00 (29.7%)
- The PWYW releases for Stalwart (the things that support the thing I am trying to sell): 102.15 (25.5%)
- The back catalog (just other stuff I've done that I'm not actively promoting at all): 179.47 (44.8%)
In the broadest strokes, it's the three-headed monster with roughly a quarter the core book, a quarter the PWYW supplements, and almost half the back catalog (the back catalog is the strongest overall performer)... Here's why this model works (I think):
First, I have produced some good content (that's kind of the most important thing). The back catalog accounted for a significant chunk of my sales (44.8%). If people like my new game they got for $1, they are far more likely to throw another ten or fifteen my way to get the other stuff I've done. That's HUGE.
Second, I set very modest price points. I think my games give good value for the money I ask. I could double my prices across the board and nobody would be too angry at me for trying to gouge people, but how far down would sales go? I understand that raw economics says as long as I sold 51% or more, I'd be ahead. However, two things work against this:
A) Getting more eyeballs on my games is always better. The more people who get it, the more people might like it, and the more they might talk about it. Another reason to keep the itch.io page up - maybe the 'right' youtuber or blogger gets it there, says nice things about it, and suddenly I'm looking up yachts for sale on Google.
B) You guys are pretty awesome. For real. The reality is that each of you sets a value in your mind of what the game is worth to you, and you make sure to pay accordingly. Some of you felt that the World of Stalwart was worth $3 (and some of you more than that), but then decided that the Guide to Meridian was going to be the 'free one' you had already helped pay for. You felt like you'd made a pretty good investment in the game, and this supplement was a 'bonus' you should get for your support. I have no issues with that at all. I trust that at some point, I'll release something else you feel strongly about paying for, and you will. The model trusts you to set the value, and you collectively respond appropriately. Some people (who I very much doubt would happen upon this blog) have decided to fill several external hard drives with every free RPG they can ever get. I don't think those peeps are ever going to be a dedicated base, and that's fine. I am not going to change what I do so that someone doesn't have file 3752 on Drive F in a drawer someplace. It's why I like Patreon as a model (people pay you what they decide things are worth), but it's sort of a closed space (a lot behind the wall), so I think it ends up limiting itself. Setting up a Patreon at this point would be double-dipping on people - if you want to support me more, there are lots of ways to do it already.
Anyway, here are the sales charts:
Edit: By the way, here are the sales reports for March and April, so you can see what 'typical' months look like. I figure that context matters, and without the context of my regular sales, it's hard to see what I see in the numbers above...

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