Does Evil Hat Need Kickstarter?

Yes.

I could leave it there, but I suspect you’re looking for more!

So, first, some background on why I’m writing this post. A retailer friend of mine (you can probably guess who) has mentioned to me that he’s had at least a couple people, fans of the Hat, come into his store and pose the question: If Evil Hat is a successful company, why are they talking about using Kickstarter at all?

This is a good question to ask! And, it highlights how not everyone sees Kickstarter the same way. (For some of how I see it, make sure to read my earlier post from May 2011, Why Kickstarter Is A Game Changer.) That said, the question does point at a perspective that sees only one mode of Kickstarter as the totality of what it’s for — so it’s time to dig in there and shine some light around.

“Successful company” does not equal “immune to risk.” One of the fundamental things to recognize about Kickstarter is that it is a risk management strategy made real. Crowdfunding like this gives you a chance to assess in advance of production how much you need to produce. This kind of information is gigantic for a company of any size and any level of success, ranging from “guy with a dream” to “puts out several titles a year that sell well”. Evil Hat is somewhere in the middle of that range, and especially as we look to expand our reach beyond roleplaying into markets where we haven’t been tested as a company, we absolutely need that kind of data. It’s the sort of thing that will protect us from sinking 20-40% of the company’s cash assets into a single game only to find ourselves sitting on a mountain of inventory that isn’t moving and won’t make its investment back any time soon. On the one hand, yes, Evil Hat is successful — on the other hand, expenses are such that any one given project will still eat at least 10% of our cash assets (at times, much more than that — simply reprinting Your Story took around 15-20%), and we have enough projects on deck to consume 200% of what we have in the bank. Kickstarter lets us shift around the timing on when we’ll see some of that money back, thereby making up the funding gap.  Bottom line: In a year where we’re testing our ability to expand into board games, card games, fiction, and graphic novels, Kickstarter will be central to our ability to pursue such expansion safely, without sinking the company. Using Kickstarter gives us a stronger shot at becoming the bigger, better company we want to be.

Kickstarter is a new, better way to do our preorders. If we did our “usual” preorder thing with one of our games, we’d put up a preorder item on the Evil Hat webstore, draw in orders, and get an idea of what our minimum production run needs to look like. That’s great, as already noted. But here’s where it falls down a bit: that’s only as good as Evil Hat’s current reach. To find our preorder there, you likely need to know that Evil Hat exists at all. Kickstarter, meanwhile, taps into a larger audience, a bigger pool of potential customers, AND provides a clean, scalable way to offer value-adds and incentives for the superfans. Both for its market reach and for its paradigm, Kickstarter just makes for a smarter way to do that sort of thing. It’s not that we won’t do more “typical” preorders, too (especially if we have a Kickstarter for some other game already running), but, bottom line, these days the question is more “can we manage to launch this without a Kickstarter drive?” than “should we do one?”.

Kickstarter creates a community around any project. While Evil Hat has one of the best communities out there (seriously, y’all rule from orbit), the ability of a Kickstarter drive to foster and build a project-specific community of backers is huge. That community gets to collaborate, inquire, and explore the project together, melding together long time fans of the Hat as well as the first-timers. This community acts as a cheering section to see the project through to completion, a lively source of critical word-of-mouth discussion about the work, and post-conclusion, a new, project-specific channel for getting out information about further developments. Compare this to a “standard” preorder, where everyone who preorders largely exists separate from one another. For a company with limited means for marketing, Kickstarter offers a very high marketing return on investment, with its project communities bringing an organic, genuine message of excitement to the world. Bottom line: a motivated project-specific team community of  fans is the best kind of launch-pad a project can have, and Kickstarter makes it easy to create such a community as a side effect of our project-launching efforts.

There’s likely plenty more to this, I suspect, but I feel like those are the main tentpoles of our Kickstarter strategy.

Keep an eye out in the coming months for our first several, as we launch (in no particular order) Race to Adventure (our Spirit of the Century board game), Zeppelin Armada (our Spirit of the Century card game), Don’t Read This Book (a Don’t Rest Your Head fiction anthology), Dinocalypse Now (a Spirit of the Century novel, hopefully the first of three), and ElectriCity (an original graphic novel).

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That’s How We Roll on Evil Hat

The latest episode of the podcast I do with Chris Hanrahan, That’s How We Roll, is up:

http://thatshowweroll.libsyn.com/webpage/that-s-how-we-roll-season-03-episode-04-evil-hat-level-s-up

I’m pointing you at it here because it’s very specifically Evil Hat stuff in this one — Chris and I spend an hour talking about Evil Hat, focusing on how its brand is maturing over time and digging into what the takeaways are from all that. For folks who are specifically fans of the company I’m running, it’s a great look under the hood. Check it out!

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Art Preview: Race to Adventure

So, Race to Adventure is coming along nicely. We’ve got all the art in, and the tile designs are nearing their final iteration.

I thought it might be a good time to show you some of that sweet art from Christian N. St. Pierre, in case you missed it on my twitter feed yesterday.

First up: The Krill approaches sunken Atlantis.

Second, we flip to the shadow side – as Rocket Red raids the skies over Geneva!

Don’t forget to race back to home base, Centurion! The Race to Adventure ends at the Empire State Building, in shadow.

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Short & Sweet Playtest Questions

So my friend Tracy admitted over on twitter that he wasn’t sure what a playtest is supposed to do other than answer the question “is this horribly broken?”

I shot him a couple quick tweets in response of other questions that I think a playtest process should try to answer. I’m not going to embellish them (much) here, but I thought the list might be useful to some folks.

  • Is the game producing the effects and story trends you want to see in play?
  • What excites folks about the game?
  • What bores (or frustrates) them?
  • What’s extraneous?
  • Does the game work like it should when I am not in the room? (If it doesn’t, what am I doing when I am in the room that I need to put in the text?)
  • What assumptions about play am I making that aren’t in the text?

So, what’s on your playtest list?

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Evil Hat Sales Numbers: Q4 2011

2011 ended not so much with a bang as a whimper. Every single title experienced fall-offs, some of them a bit drastic (but explicable — Do’s coming off its release spike, and Dresden the prior quarter surged due to a release of a new novel) — every title except Spirit of the Season, of course, which experienced its small annual spike in response to the holidays, and Penny, which saw a teensy bump thanks to more retail sales through IPR than expected.

It’s easy to look at these numbers and respond with alarm, but remember that a) the 4th quarter of the year is typically pretty crappy, and b) Evil Hat’s catalog is aging without a lot of new-product blood, something which we should be remedying over the next two years.

Distribution continues to bring in a large portion of our long tail (seen after the cut).

Title Sales Last Q Sales This Q LQ vs TQ Prior Lifetime New Lifetime
Penny 49 53 +8% 1114 1167
Diaspora 180 161 -11% 1125 1286
Do 497 93 -81% 1128 1221
Do:BoL 51 32 -37% 51 83
DLYM 91 52 -43% 1670 1722
DRYH 196 147 -25% 4145 4292
DFRPG:OW 1013 434 -57% 10916 11350
DFRPG:YS 1427 648 -55% 13113 13761
Wizard Dice 26 0 OOP 2102 2102
HBR 79 39 -51% 593 632
SOTC 345 228 -34% 7293 7521
SOTS 11 31 +182% 729 760
S7S 47 38 -19% 1718 1756

Title Source Direct Retail/Distro PDF Special Total
Penny IPR - 19 2 - 21
Diaspora IPR 8 24 4 5 41
Do IPR 5 - - - 5
DLYM IPR 2 2 1 1 6
DRYH IPR 6 5 4 1 16
DFRPG:OW IPR - - - - -
DFRPG:YS IPR - 1 - - 1
HBR IPR - - - - -
SOTC IPR 4 10 3 - 17
SOTS IPR - - 2 - 2
S7S IPR 1 - - - 1
Penny EHP Store 5 - 8 - 13
Diaspora EHP Store 26 - 10 - 36
Do EHP Store 19 - 9 - 28
Do:BoL EHP Store 16 - 5 - 21
DLYM EHP Store 4 - 4 - 8
DRYH EHP Store 16 - 24 - 40
DFRPG:OW EHP Store 69 - 39 - 108
DFRPG:YS EHP Store 78 - 42 - 120
HBR EHP Store 12 - 1 - 13
SOTC EHP Store 10 - 27 - 37
SOTS EHP Store - - 8 - 8
S7S EHP Store 5 - 4 - 9
Penny OBS - - 8 - 8
Do OBS - - 22 - 22
Do:BoL OBS - - 11 - 11
DLYM OBS - - 22 - 22
DRYH OBS - - 51 - 51
DFRPG:OW OBS - - 49 - 49
DFRPG:YS OBS - - 59 - 59
HBR OBS - - 8 - 8
SOTC OBS - - 109 - 109
SOTS OBS - - 21 - 21
S7S OBS - - 11 - 11
DRYH Lulu 3 - 2 5
SOTC Lulu - - - 8 8
Penny e23 - - - - -
Diaspora e23 - - - - -
DLYM e23 - - - - -
DRYH e23 - - - - -
DFRPG:OW e23 - - 4 - 4
DFRPG:YS e23 - - 5 - 5
HBR e23 - - - - -
SOTC e23 - - - - -
SOTS e23 - - - - -
S7S e23 - - - - -
Penny Distribution - 11 - - 11
Diaspora Distribution - 84 - - 84
Do Distribution - 38 - - 38
DLYM Distribution - 16 - - 16
DRYH Distribution - 35 - - 35
DFRPG:OW Distribution - 273 - - 273
DFRPG:YS Distribution - 463 - - 463
HBR Distribution - 18 - - 18
SOTC Distribution - 57 - - 57
SOTS Distribution - - - - -
S7S Distribution - 17 - - 17

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Atomic Robo Wears the Evil Hat

Evil Hat Productions Announces ‘Atomic Robo’ RPG License

Double 2011 Origins Award Winner Licenses Eisner-Nominated Comic Book

SILVER SPRING, Maryland— January 10, 2012 — Evil Hat Productions, LLC, today announced an agreement to produce, publish, and distribute a role-playing game based on the Eisner-nominated Atomic Robo comic book. The Atomic Robo RPG will be co-written by Atomic Robo scribe Brian Clevinger and Kerberos Club: Fate Edition author Mike Olson, creator of the Strange Fate version of the Fate engine.

“I’m such a big fan of the world Brian Clevinger and Scott Wegener create in every page of Atomic Robo,” said Fred Hicks of Evil Hat. “When I found out they were fans of role-playing games—including Evil Hat’s own Spirit of the Century—it was clear we had a giant-sized opportunity that had to be pursued.”

With The Atomic Robo RPG, Evil Hat will build on the legacy of Fate games like Spirit of the Century and The Dresden Files RPG—together with the ideas of Evil Hat’s upcoming Fate Core project and Mike Olson’s Strange Fate work. The stand-alone game will deliver a fast-paced and fast-to-play role-playing experience focused on the themes of Atomic Robo—action-science, robots, angry talking dinosaurs, high weirdness, and more.

“Brian and I are lifelong RPG nerds, I mean enthusiasts, and we could not be more excited to partner with Evil Hat and Mike Olson to bring readers even closer to the world of Atomic Robo,” said Scott Wegener. “There’s over a century of adventure in our comic book, but we can only show you guys slices of the whole picture. This game opens up so many opportunities to play with that world, its history, the weird unexplored corners, and the might-have-beens,” added Brian Clevinger.

The Atomic Robo RPG  begins development in late February of 2012. “We’d love to get The Atomic Robo RPG out in 2012, and if everything comes together fast and smooth we might just manage that,” said Hicks. “But as with all licensed projects at Evil Hat, we want to take our time to make sure we serve the license and the fans well. Thankfully, Brian and Scott have the same opinion, here. The Atomic Robo RPG that we release will be the best one we can possibly make, period—and that may take us into 2013.”

For more information about Evil Hat Productions, the Fate system, Spirit of the Century, and the Dresden Files RPG, visit www.evilhat.com. For more information about Atomic Robo, visit www.atomic-robo.com. Atomic Robo is published by Red 5 Comics, available at www.red5comics.com and in comic stores everywhere. Kerberos Club: Fate Edition is published by Arc Dream Publishing, www.arcdream.com.

About Evil Hat Productions

Evil Hat Productions believes that passion makes the best games. It is this passion for gaming that raised Evil Hat to its acclaimed position in the RPG community. Our games can be used to build the best kinds of role-playing experiences—full of laughter, storytelling, and memorable moments. Today we don’t just run games, we don’t just make them, we work with you to make your play the best it can be—the kind that upholds and gives birth to passions of your own. That’s the Evil Hat mission, and we’re happy to have you along on it.

Since its inception, Evil Hat has won accolades ranging from the Indie RPG Awards, the Golden Geeks, the ENnies, and the Origins Awards, most recently claiming the Origins Awards for both Best Roleplaying Game (The Dresden Files RPG: Your Story) and Best Roleplaying Game Supplement (The Dresden Files: Our World).

About Atomic Robo

Brian Clevinger is a ten year veteran of online and independent comics. You can laugh at and sometimes with his early work at nuklearpower.com. Follow him on Twitter at bclevinger.

Scott Wegener used to fly planes until he found out it was nothing like High Road to China. Now he draws comic books as a form of very slow starvation. Follow him on Twitter at Scott_Wegna

Press contact

Fred Hicks
Email: feedback [AT] evilhat.com
Website: http://www.evilhat.com
Twitter: http://twitter.com/fredhicks

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This is How I Say, Go Read Dan’s Blog

(Click the image to learn what this Race to Adventure sneak peek is all about.)

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Why I Love GREP Styles

(Okay, this is excessively nerdy talk meant primarily for the InDesign-heads out there. It’s also incomplete. There are a TON of reasons I love GREP styles, but here I’m gonna focus on one.) A few versions back, InDesign added these things called GREP styles, which use the pattern-matching power of regular expressions to cause formatting to happen intelligently and automatically inside of a paragraph style. I used to be a Perl jockey, and that programming language really sings when you get cozy with regular expressions, so when this stuff started showing up in InDesign I was pretty damned happy. With the layout work I’ve done for Hero Games, I’ve used GREP styles to take care of a ton of the formatting that you see in stat-blocks, which is a huge boon. I did similar when doing D&D 4E statblock layout for One Bad Egg. This, however, is not about statblocks. It’s about using GREP styles to perform little tweaks to your header styles. So I’m looking at the Atomic Robo logo. It’s swanky.

And I’m wondering — is there a font that matches this? Clearly there’s some custom type design in the logo, but it’d be nifty if I could put together a header style that did a solid job of matching its look. I do some searching around via things like WhatTheFont, and I come across a pair of fonts that are sort of a match: Melrose Modern One & Two Okay, so Melrose Modern One is a bit closer of a fit, and so I start with that as my header style, getting something like this: Now the hunt for mismatches begins. The A isn’t rounded in One, but it is in Two. The I has serifts on it in One, but is a straight simple line in Two. The M isn’t really a match in either, so I have to set that aside as “it’d be nice, but this will be close enough”. Obviously the lightning bolts are added after the fact, so if I want those, I’ll have to hand-craft them. And the O in Atomic is simply different from the other O’s in the logo — but it looks a lot like the O in Two. I can solve this problem with the addition of two GREP styles (I could probably solve it with one depending on how far I wanted to go, but two will be easier for the teach, here). First, let’s look at the A and the I. I’d like these to be in Melrose Modern Two whenever I type them in the header. Prior to GREP styles, I’d need to find all the instances where I did, and apply a character style that makes them use the Two font instead of One. I’ll start by setting up a character style (“Mel 2″), because that much hasn’t changed. But to apply this effect simply and automatically in my header, I’m going to do this with a GREP style. I edit the paragraph style that I’m using for this header, and I go into the GREP Styles pane of it for the details. I create a new style that applies my character style, Mel 2. For the pattern, I want to do a single-character match for these, and I want it to apply whenever it encounters an A or an I (and as I mess around with it later, when it encounters an R and an N too, so I throw those in for good measure). My pattern is simple:

[AINR]

That’s regular expression speak for “a single character that is either uppercase A, I, N, or R”. What’s the header look like after I make that one change to the paragraph style, without me directly applying any character styles? Much better! And for a workaday header that feels consistent with the logo that inspired it, it’d work pretty much as is. But that O in Atomic hounds me a bit. It’d be fun if every time I typed “ATOMIC”, I got the alternative O from the Melrose Modern 2. I set up another GREP style in my header’s paragraph style, same as the first, but with a different pattern. This one’s a little more complicated — I want it to know that it’s “inside” of the ATOMIC word, but I don’t want it to apply my character style, Mel 2, to the other letters in the word — just the O. So I need it to be able to look to the left and the right of an O, and see if the letters around it spell AT MIC. That’s a concept called “positive lookbehind” and “positive lookahead”, which is a fancy way of saying look and verify, but don’t touch. In regular expression speak, that’s:

(?<=AT)O(?=MIC)

Look to the left: is AT there? That’s the first part. Look to the right: is MIC there? That’s the last part. The actually-matched thing, the O, that the character style is applied to, is in the middle. (Important tip: these are case sensitive by default. You’ve got to fiddle with the dials a bit if you want case insensitive.) If I use Mel 2 as my character style, I get this:

Boom! If I really wanted to go nuts on this, I could create a copy of Mel 2 that was maybe 10-15% bigger in size, with a baseline adjustment so the big O would drop down a bit below the other letters on the line, but that probably won’t look as good as I’d want it to because the weight of the O would change as it increased in size. So for now, with the font that I’ve got here, this is my best fit. (If you’ve been paying attention, you’ll see that before all of this I did a font size override on Robo to make it smaller than Atomic, and gave it some different spacing settings, but that’s outside of scope for what I’m demoing here.)

Now, that might seem like a lot of trouble just to do a few letter substitutions in a single logo or header when I could simply apply the character style a few times and be done with it. But as with anything involving regular expressions, the real power comes in when you have to do something a few hundred or more times. With the GREP Style enabled header I’ve made, I can just type FRED DEFINITELY LOVES THOSE ATOMIC GREP STYLES and I get all my A’s, I’s, N’s and R’S substituted out all proper, without having to do anything other than apply the paragraph style to the text — here’s a before and after, without and with the GREP styles involved:

This isn’t always about one font for another font, of course. It’s all in what you do with the character style that you’re applying. Maybe you’re just changing the weight of the same typeface; maybe you’re giving it a different color or a slightly different size; maybe you’re turning on or off certain OpenType features (like swashes) — I did a lot of that last bit with the headers for the Dresden Files RPG, because its header font, Newcomen, has some crazy-great OpenType features, but not always ones that I like consistently turned on or off for every letter or letter combo.

GREP styles are incredibly versatile, and with a few smartly constructed patterns, you can save yourself a lot of work and cause your text to conditionally format itself with a single click.

Can’t recommend them enough.

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Dear Deadly: Are Major Licenses Worth It?

Dear Deadly,

Licenses seem to be a mixed blessing in the industry. Clearly a popular license can increase sales, but the difficulty in getting stuff reviewed and the delays that can introduce seem to be a huge burden, above and beyond the cost of the license.

I know that you had an “in” with the Dresden Files, but what advice can you give for determining if a license is worth the effort and cost? How do you manage the licensor to keep things on track?

Thanks,
Steve

Steve asks good questions here (the subject line is the killer one, though). This is something I’m hoping Chris Hanrahan will be able to cover with me in a future That’s How We Roll, but I can share a few thoughts here as well.

Ultimately, a license is all about managing expectations — both yours the licensor’s. Every license is its own kind of special snowflake, really; it’s hard to really dig into generalized truths because of the differences in morphology here. But all the same, here’s a noncomprehensive list of things you should be thinking about and discussions you should be having with the licensor.

Does the license come with free or low cost assets you can repurpose to or debut in your product?

At its most basic, a license brings you extra audience you wouldn’t otherwise have. Licenses that are really worth it either bring an incredibly large audience to you that you aren’t otherwise reaching, or bring extras along for the ride that help you keep your budget from spiraling out of control.

In the case of the Dresden Files RPG, we got two major boosts. One, we got low-cost access to much of the art done for the Dresden Files comic book that was at the time being published by the Dabel Brothers. The Dabels did not always manage their business well (and so the comic has since moved over to Dynamite Entertainment), but they were very kind to us by giving us broad access to the amazing art done for the comic by Ardian Syaf.  Two, Jim Butcher was willing to write a short story specifically for the RPG. It’ll show up in a collection of short stories elsewhere eventually, I’m sure, but having a period of time where we had exclusive first-source content of our own for the RPG certainly hasn’t hurt.

Do you and/or the licensor think that the game will sell in numbers that are far outside of how non-licensed RPGs tend to sell?

There’s always a decent chance that the value of a well-known license will boost sales of the RPG — but there’s absolutely no guarantee it will. It’s best to set expectations for all involved parties that the game will sell no better than an unlicensed RPG, and to make sure the financials make sense with that being the case (more on that in a bit). You can’t get yourself caught up in an agreement that more or less demands or expects you to sell thousands upon thousands of copies.

The costs of the license — often expressed in terms of down payment up front to the licensor and percentage of royalty paid to the licensor on a per sale basis — can’t take your unit cost to the point where you aren’t making money on a sale into your lowest margin sales channel (usually distribution). Run the damn numbers in a genuinely worst-case scenario, and make sure they still add up to you at least breaking even, or in the event of disaster, losing only what you can afford to lose.

Do you think the name alone is justification for a higher price point?

And while we’re on that topic, don’t think that you can simply make up for license costs by slapping a higher cover price on the game. Push your cover price high enough and you’ll lose the extra audience you’re supposedly gaining by acquiring the license. You shouldn’t be boosting the price of your product on the name alone; it’s gotta bring the cracklingly good content along to justify that. The two DFRPG books together are a hefty price tag, but the playable single core book, Your Story, is not outside the range of unlicensed games with a similar form factor; on top of that, we jammed it full of love-for-the-license content. All of that is a deliberate choice made to make sure the game competes as a game in its own right, sans the influence of the license.  We wouldn’t have been able to put that price on the book if the license costs were high. Thankfully, they weren’t, for us, so it was all viable.

Can you reasonably assess how large of an audience you’re getting access to with the license?

… And how much of a percentage of them (think very small: maybe 3-5% on a novel series?) do you think you’ll be able to acquire from that license’s fandom that you aren’t already getting access to? Overlap is the key calculation here: of a property’s audience, how many of them are likely gamers or willing-to-become-gamers? Not a lot. So divide by 20 or 30 or 50 or 100 or more.

I recently looked at a potential license and was lucky to be able to get some honest numbers on what the readership/viewership was for that property. When I looked at the probable RPG sub-portion of that number, it ended up not making sense to pursue the license, because the audience boost we’d likely get from the license didn’t outweigh the costs of acquiring the license and developing the project. It doesn’t always have to come down to a cold calculation like that, and sometimes you can decide to forge ahead even if those numbers don’t say you should. But it’s good to know what they’re saying, because that’s the mountain you’re gonna climb.

How important is your project to the licensor?

You’re going to be asking for a lot of initially uncompensated, additional work out of the licensor throughout the process, in all likelihood. You’ll be asking them to read through mountains of text, scour your draft for things that don’t fit with their vision of the license, etc. It’s a big time investment for them (and they’re busy generating the primary content for the property in the first place) and will be very time consuming for you as you wait for their feedback. Yes, it’s important to work out this process and make sure inefficiencies are identified and medicated in advance, but that’s just time and project management stuff. Important, but it won’t matter one bit if your project isn’t important to the licensor. They have to want to see it succeed; that’s going to motivate them to donate that extra time and effort, help you find resources you need, and figure out when they need to be delegating the approval and Q&A work to someone who does have the time to respond to you. What you want here is a collaborator who’s excited about seeing the project happen and wants to help — or someone who’s happy to take your check and stay hands off with the design of the final product. There’s a big swampy zone in between those two where your project can and will get bogged down because of a lack of time and/or enthusiasm, and in that swamp your project will also start to acquire a stink of mediocrity. Avoid it.

How fast are you expecting all of this to happen?

Because it’s going to take a lot longer than you think, and that’s okay. But you need to learn how to believe that it’s okay.

Are you going after this license because it’s popular (in the minds of the gamer populace), or because it’s personally exciting to you?

If you didn’t answer “yes” to that, you might want to reconsider. The best licenses are probably the ones that are both. You’ll get the audience you want because it’s popular. You’ll make sure you’re doing the best possible job because it’s personally exciting to you — exciting enough that you’ll still like it after you’re done. Which is no mean feat.

Plenty more to be said about this, but I think those are good places to start your exploration.

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Dear Deadly: Are Major Licenses Worth It?

Dear Deadly,

Licenses seem to be a mixed blessing in the industry. Clearly a popular license can increase sales, but the difficulty in getting stuff reviewed and the delays that can introduce seem to be a huge burden, above and beyond the cost of the license.

I know that you had an “in” with the Dresden Files, but what advice can you give for determining if a license is worth the effort and cost? How do you manage the licensor to keep things on track?

Thanks,
Steve

Steve asks good questions here (the subject line is the killer one, though). This is something I’m hoping Chris Hanrahan will be able to cover with me in a future That’s How We Roll, but I can share a few thoughts here as well.

Ultimately, a license is all about managing expectations — both yours the licensor’s. Every license is its own kind of special snowflake, really; it’s hard to really dig into generalized truths because of the differences in morphology here. But all the same, here’s a noncomprehensive list of things you should be thinking about and discussions you should be having with the licensor.

Does the license come with free or low cost assets you can repurpose to or debut in your product?

At its most basic, a license brings you extra audience you wouldn’t otherwise have. Licenses that are really worth it either bring an incredibly large audience to you that you aren’t otherwise reaching, or bring extras along for the ride that help you keep your budget from spiraling out of control.

In the case of the Dresden Files RPG, we got two major boosts. One, we got low-cost access to much of the art done for the Dresden Files comic book that was at the time being published by the Dabel Brothers. The Dabels did not always manage their business well (and so the comic has since moved over to Dynamite Entertainment), but they were very kind to us by giving us broad access to the amazing art done for the comic by Ardian Syaf.  Two, Jim Butcher was willing to write a short story specifically for the RPG. It’ll show up in a collection of short stories elsewhere eventually, I’m sure, but having a period of time where we had exclusive first-source content of our own for the RPG certainly hasn’t hurt.

Do you and/or the licensor think that the game will sell in numbers that are far outside of how non-licensed RPGs tend to sell?

There’s always a decent chance that the value of a well-known license will boost sales of the RPG — but there’s absolutely no guarantee it will. It’s best to set expectations for all involved parties that the game will sell no better than an unlicensed RPG, and to make sure the financials make sense with that being the case (more on that in a bit). You can’t get yourself caught up in an agreement that more or less demands or expects you to sell thousands upon thousands of copies.

The costs of the license — often expressed in terms of down payment up front to the licensor and percentage of royalty paid to the licensor on a per sale basis — can’t take your unit cost to the point where you aren’t making money on a sale into your lowest margin sales channel (usually distribution). Run the damn numbers in a genuinely worst-case scenario, and make sure they still add up to you at least breaking even, or in the event of disaster, losing only what you can afford to lose.

Do you think the name alone is justification for a higher price point?

And while we’re on that topic, don’t think that you can simply make up for license costs by slapping a higher cover price on the game. Push your cover price high enough and you’ll lose the extra audience you’re supposedly gaining by acquiring the license. You shouldn’t be boosting the price of your product on the name alone; it’s gotta bring the cracklingly good content along to justify that. The two DFRPG books together are a hefty price tag, but the playable single core book, Your Story, is not outside the range of unlicensed games with a similar form factor; on top of that, we jammed it full of love-for-the-license content. All of that is a deliberate choice made to make sure the game competes as a game in its own right, sans the influence of the license.  We wouldn’t have been able to put that price on the book if the license costs were high. Thankfully, they weren’t, for us, so it was all viable.

Can you reasonably assess how large of an audience you’re getting access to with the license?

… And how much of a percentage of them (think very small: maybe 3-5% on a novel series?) do you think you’ll be able to acquire from that license’s fandom that you aren’t already getting access to? Overlap is the key calculation here: of a property’s audience, how many of them are likely gamers or willing-to-become-gamers? Not a lot. So divide by 20 or 30 or 50 or 100 or more.

I recently looked at a potential license and was lucky to be able to get some honest numbers on what the readership/viewership was for that property. When I looked at the probable RPG sub-portion of that number, it ended up not making sense to pursue the license, because the audience boost we’d likely get from the license didn’t outweigh the costs of acquiring the license and developing the project. It doesn’t always have to come down to a cold calculation like that, and sometimes you can decide to forge ahead even if those numbers don’t say you should. But it’s good to know what they’re saying, because that’s the mountain you’re gonna climb.

How important is your project to the licensor?

You’re going to be asking for a lot of initially uncompensated, additional work out of the licensor throughout the process, in all likelihood. You’ll be asking them to read through mountains of text, scour your draft for things that don’t fit with their vision of the license, etc. It’s a big time investment for them (and they’re busy generating the primary content for the property in the first place) and will be very time consuming for you as you wait for their feedback. Yes, it’s important to work out this process and make sure inefficiencies are identified and medicated in advance, but that’s just time and project management stuff. Important, but it won’t matter one bit if your project isn’t important to the licensor. They have to want to see it succeed; that’s going to motivate them to donate that extra time and effort, help you find resources you need, and figure out when they need to be delegating the approval and Q&A work to someone who does have the time to respond to you. What you want here is a collaborator who’s excited about seeing the project happen and wants to help — or someone who’s happy to take your check and stay hands off with the design of the final product. There’s a big swampy zone in between those two where your project can and will get bogged down because of a lack of time and/or enthusiasm, and in that swamp your project will also start to acquire a stink of mediocrity. Avoid it.

How fast are you expecting all of this to happen?

Because it’s going to take a lot longer than you think, and that’s okay. But you need to learn how to believe that it’s okay.

Are you going after this license because it’s popular (in the minds of the gamer populace), or because it’s personally exciting to you?

If you didn’t answer “yes” to that, you might want to reconsider. The best licenses are probably the ones that are both. You’ll get the audience you want because it’s popular. You’ll make sure you’re doing the best possible job because it’s personally exciting to you — exciting enough that you’ll still like it after you’re done. Which is no mean feat.

Plenty more to be said about this, but I think those are good places to start your exploration.

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