#RPGCashLab time.

Ok, this isn't a "let me put you on game" kind of thread. This is more of "I'm gonna keep it 100: this is what I'm actually doing" kind of thread.

So here's the thing: Putting games out cost money.
Money I would assume *most* of us don't have.
I totally don't.
That's not new tech.

None of this will be. Again. Keeping it 100.

However, it's important to go over cost and expectations. Not just for your own sake when making a game #TTRPG

but so you can see exactly what I'm up too.
We have already talked about #PayYourArtist here. That's old 💽🐴. I think we already have an unspoken agreement with editors. We pay them. It's essential. So is art. However editing tends to have more standardized pricing as I can tell. Somewhere between 3-5 cents a word.
What's that look like? Looks like this: https://twitter.com/TheOtherTracy/status/1328906685113643008?s=20

Shout out to @TheOtherTracy for providing their pricing as it helps illustrate a point:

You gotta pay yourself too writers. The question is how though?
You are ultimately making a product here. Editors, Artist, Graphics Designers, and Layout Artist all make there living off helping YOU out, and there's the crux of the issue. You can't just make a game and expect sales. You have to make a GOOD game and that's not even all!
Just editing #TideBreakerRPG is gonna cost me 5k ish based on the above estimate. How do we make enough capital to invest into that? How does one gauge if it's worth it? You've got at least 4 people to pay before you make a dime and that's not including printing, but don't worry.
We're gonna cover it all. @AjeyPandey posted a great blog post detailing a bunch of ways to generate cash featuring a lot of my homies and other indie talent out here on the Bird Network. Read that here and come back: https://twitter.com/AjeyPandey/status/1329238097767362561?s=20
Ok you back? Cool. Now before we even continue let's talk about something else.

@SmunchyGames told me a long time ago about "Market Validation". Basically it's figuring out if people actually want what you're making. Find out if what you want is viable first. Supply and DEMAND!
So let's say you're market validated. So now what? Well you've got to get word out. What I've been doing here is networking as best as I can. Word of Mouth is the oldest form of advertising and Twitter makes that free if not time consuming. I could learn to sell my stuff better.
However, sometimes it's just knowing who to get interested in your product. I'd be NO WHERE if I didn't have folks like @AjeyPandey @potatocubed @TalespinnerEU and @CoffeeSnakeGame constantly tweeting about my game. Thank ya'll btw. I need to give ya'll more shoutouts.
I'm really convinced in this "Early Access" model so far. Ajey put me onto it and well, we've made 500 bucks so far in about 2 weeks. However looking at the previous 5k figure? That's not gonna cut even 1 out of the 4 people i need to pay. So we need to figure some things out.
I have merch! Merch is great! Merch also cost money though. Even print on demand (you'll get it back, but you can't do this with NOTHING). In my experience so far I'd say save a few hundred dollars to cover Print on Demand cost if you use a service like @printify. It's costly.
However, it's effective. Out of the 500 I made, the merch was about 150. Mind you we've been early access for like 2 weeks now. This is a pretty big number all things considered. By that estimate, I'd need to be sure to keep a small amount of cash tucked a way per month.
I've been told getting on a stream helps too. This is purely for marketing, but you should try to get paid for your time as well. Again, this is word of mouth. We already know about #Kickstarter but KS requires an audience. Community is everything!
Speaking of Community. What can we do to foster one? Well, what I know is that you should actually care. I like to be upfront with the fam on our discord. Which you can find here: http://discord.gg/AzmaYgn 
Somedays you're feeling good. Somedays you're not. Though on the days you're doing well, try to give back. I think people appreciate those sorts of things. Now here's the thing. You gotta want to do it. You can't expect anything. Building relationships can't be artificial.
Most people aren't dumb. They know you're in it for some cash and exposure and stuff. However, I personally like having friends. I like people playing my games and being happy. I also don't mind playing and reviewing others stuff and helping them develop there stuff when needed.
A rising tide lifts all boats, after all. There's a pun there.

Anyway. So really we're covering marketing and community.

What about ads? WHAT ABOUT ADS? We're broke. We need initial capital. Ads are great. Smunchy used them to great effect on his campaigns and he's SMART.
In the end though, once you've started gaining ground in your social circles, it'll come down to people liking your work I think. Make sure what you make is what people are looking for and then make friends with people that are in that target audience. Get around.
Get on podcast. I'm on a few and will be doing more.
Get on streams. I haven't appread on any, but @DinoFuzz will be running my game for @coach_zac87 's FCRD on the 29th. The point is to get the word out and let your work speak for itself. Believe in yourself and your games folk.
This is getting long huh? There's an innuendo there.

Well, this IS about the long game. It's about getting that initial capital. What I've been doing hasn't cost me a dime outside of building http://www.tidebreakerrpg.com . That cost me 400 to get the webstore, domain, hosting, etc.
Ultimately the goal comes back around to marketing. And that comes down to ART. We come back to looking for money to get the ART. I think I could write a whole other thread on grabbing art that draws in the right kind of audience, but I'll start on this one ok?
Look, this is a topic I've actually tried googling. I instinctively understood it, but I never really truly understood the the value until @SmunchyGames put me on to the concept. Art has a psychological effect on people. It's a concept in advertising and marketing.
Your audience is ABSOLUTELY gonna judge a book by its cover. So one of the biggest expenses out of the four people you have to pay is the artist. Especially for your cover. It has to be nothing if not enticing. It's gotta be evocative. A good cover will sell your game for you.
Think I'm bullshitting? I googled this one. Sometimes its about knowing what questions to ask when you're learning your field. 9/10 that requires researching adjacent fields. Or even stuff outside of your wheelhouse entirely. Knowledge is power. https://www.google.com/search?q=How+a+good+cover+can+sell+your+book&oq=How+a+good+cover+can+sell+your+book&aqs=chrome..69i57j33i160.5002j0j7&sourceid=chrome&ie=UTF-8
You can follow @FallOnMyBlade.
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