Monday, December 19, 2022

If You Want To See More of a Game, Help Make it Popular!

There's an old two-panel comic that I couldn't find a copy of, but it's something I think about fairly often these days. The first panel is a gaming group sitting around a table, and a friend of theirs comes in to tell them that the company in charge of their favorite game has elected to discontinue it. Everyone expresses outrage and frustration because they love that game, and they play it every week. The second panel is one person at the table talking about how they printed off a pirated version of the rulebook, and someone else who stole several of the game's official minis, and a third player talks about how they use these other dice rather than the game official dice to play, but they're so much prettier than the ones the company put out.

And I get it; as a gamer who lives below the poverty line and has for the better part of a decade, I really do. Today I wanted to address that disconnect that so many of us have between audience lack of support, and a game, line, or setting being written off and discontinued. Because every time it happens there's gamers scratching their heads wondering why, when the answer is right in front of them.

This is not the way.

Before we get into the nitty gritty this week, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron!

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RPGs Are a Business


I've said this before, but it bears repeating; RPGs are part of the publishing industry. The purpose of the publishing industry is to sell books, and things related to books. At the end of the day, the publishing houses that make up that industry don't care if an author is supremely talented and created a rich setting full of amazing stories, or if they're a hack who spits a load of regurgitated dreck onto the page. What they care about is which books are moving copies, and which titles are sitting on the shelf taking up space?

The books that sell copies? They get sequels greenlit. The ones that don't move copies? Those authors get form letters as the company moves on to the next thing.

Prospects are bad. On to the next thing!

And for all the folks out there who are about to point out the very large market of independent creators, I want to make it clear that this applies to all publishers great and small. Whether you work at one of the big-name game companies, you're part of a smaller game publisher, or you're an independent RPG creator, anyone who does this for a living is paying attention to their numbers. If they write something that gets a lot of positive reactions from readers, or which gets a lot of positive attention, that is what they're going to want to do more of in the future. If they put out something that does poorly then regardless of how much love they have for that kind of product, or how much effort they put in, it gets abandoned.

At the very least it goes to the bottom of the priority pile.

But what about passion? Love of the game? The thrill of seeing a thing you made finally show up on the market? Those are all good things to have, and I've never met anyone who writes RPGs (or any kind of fiction, for that matter) who doesn't care about those things. However, you can't pay your rent with love of the game. You can't put passion in an envelope and send it to the power company. You can't trade your pride as a creator for groceries.

We can hem and haw about that all we want, but at the end of the day companies and creators are stuck living in the economic system we have. As such, if a game or product isn't earning enough money at the end of the day, it's not getting greenlit for expansions, sequels, or in some cases even being kept in the catalog.

So What Can You Do To Make a Game Popular?


So, the fate of the company, designers, and/or a game you like rests on your shoulders... what are you supposed to do? After all, you're just one lowly gamer, how can you make a difference on the scale necessary to get future expansions greenlit by publishers? Or to encourage an independent designer to make more of a game/setting you like?

Well, it isn't just about money. Don't get me wrong, money is nice if you have it, but there's other stuff you can do besides just spending your paycheck on new books, minis, tokens, dice, maps, supporting a creator's Patreon and Kickstarters, and so on to boost your game of choice.

Though by all means, inject cash flow if you have the dough.

In addition to buying the game and all of its expansions (again, money talks in publishing), the best thing you can do is to try to raise the profile of the thing that you like. Whether it's a core RPG, a setting, a supplement, whatever it is, boosting that signal is often the shout that starts an avalanche.

So how do you do that? Well, you can:

- Leave Reviews: Whether on Amazon, DTRPG, or elsewhere, reviews make games easier to find, and often persuade potential buyers. Just, "I love this, and I want more!" is enough if you aren't the sort of likes to leave essays about why you love certain things.

- Talk About The Game: Whether on social media or to your friend group, sharing stories of games and supplements you love is a big deal. Sharing links is also great, as creators often aren't allowed to do this in social media groups because there are rules against self-promotion. And as I mentioned in 5 Things You Can Do To Be A Better Ambassador For Your Hobby, bringing in new people helps a lot!

- Share Posts From The Creators: Whether it's the designer or the company, sharing news about latest releases, interviews, articles, and other content helps send the word along. It can also be a big help since YouTube channels, blogs, etc., often act as secondary sources of income for smaller companies and creators.

- Follow on Social Media: Just clicking that Follow/Subscribe button makes a difference. The more followers a page has, the nicer the algorithm is to it. So if a few hundred (or a few thousand) people just show up and click, that creator/company already has a bigger reach than they did before.

- Play The Game: Just playing a game is often enough to turn your friends into true believers; especially if you make the experience a great one. For bonus points, if you enjoy doing live plays then uploading your game where others can see it might be enough to spark interest beyond your immediate circle.

- Request Channels You Like Review The Game: Whether you run a game review blog, a YouTube channel, or some other sort of content creation outlet yourself, making content about a game can often be a huge deal when it comes to finding a new audience for that creator. And if you don't make content yourself, reach out to creators you like and ask if they'd check out a game/setting/supplement and help shine a light on it.

All of the things I've listed above may take varying amounts of time and energy on your part, but a lot of them are things you can do for free. However, the louder a creator's signal gets, the more likely it is to draw in more people. The more folks who show up, the more likely it is that some folks decide to buy copies. And if a YouTube channel run by the creator/company starts blowing up with views and comments, well, the revenue generated from that can help offset the cost of something a lot of folks seem to enjoy, but which hasn't exactly flown off the shelves. Yet, anyway.

I've said it repeatedly, but creators and companies need readers in order to keep doing what they do. A lot of us like building worlds, creating new classes, coming up with adventures, and exploring the possibilities of our game worlds... but we can't do that if it isn't keeping the wolf from the door. And if the choice comes down to working on a project we aren't as passionate about, or keeping the lights on, most of us will opt for the latter.

So make your voice heard, and make sure we know what you want from us so that we can keep the content coming!

Also, Check Out Sundara: Dawn of a New Age If You Haven't Yet!


As an example of something that I've put a lot of work into, but which I've had a tough time getting people to check out, consider taking a look at my "Sundara: Dawn of a New Age" setting for Pathfinder Classic and DND 5E. And if you're one of those folks who wants to hear a pitch before you make a purchase, I've been putting together episodes of Speaking of Sundara on the Azukail Games YouTube channel (which you should definitely subscribe to) talking about some of the design strategies I've used, breaking down what's in particular supplements, and explaining some of the changes I've made to what folks might expect from a traditional fantasy RPG setting, from how I chopped out alignment, to the uncertain nature of gods, to how technology and magic both lead to unique inventions among the people of Sundara!

Check out the full 26-video Speaking of Sundara playlist, in addition to the following supplements!


Cities of Sundara


The setting first began with the Cities of Sundara splats. Self-contained guides to some of the larger and more powerful centers of trade, industry, arms, and magic, these unique locations provide plenty of fodder for character generation and plots. Not only that, but each one comes with unique, mechanical goodies for players and GMs alike to take out for a spin!

- Ironfire: The City of Steel (Pathfinder and DND 5E): Built around the Dragon Forge, Ironfire is where the secret to dragon steel was first cracked. The center of the mercenary trade in the region, as well as boasting some of the finest schools for teaching practical sciences, Ironfire is a place where discovery and danger walk hand in hand!

- Moüd: The City of Bones (Pathfinder and DND 5E): An ancient center of trade and magic, Moüd was lost to a cataclysm, and then buried in myth. Reclaimed by the necromantic arts of the Silver Wraiths guild, this city has once again become a place teeming with life. Despite the burgeoning population, though, it is the continued presence of the undead that helps keep the city running, ensuring that Moüd is not swallowed up once more.

- Silkgift: The City of Sails (Pathfinder and DND 5E): Built on the cottage industry of Archer cloth (an extremely durable material used for sails, windmills, etc.), Silkgift is a place that prizes invention and discovery. From gravity batteries that store the potential of the wind, to unique irrigation systems, to aether weapons, the city positively churns out discoveries... and then there's the canal they cut through the mountains that makes them a major center of trade across the region.

- Hoardreach: The City of Wyrms (Pathfinder and DND 5E): A center of power across an entire region, Hoardreach is ruled over by a Cooperation of five different dragons. A place for refugees and outcasts of all sorts, Hoardreach boasts some of the most unusual citizens and creations from across Sundara. Infamous for their sky ships, which require the cast-off scales and unique arcane sciences of the Dragon Works to take to the air, one never knows just what they'll find in this city built atop a mountain.

- Archbliss: The City of The Sorcerers (Pathfinder and DND 5E): A floating city in the sky, Archbliss has been a refuge for sorcerers for thousands of years. It's only in relatively recent years that the city has allowed those from the ground below who lack the power of a bloodline to join them in the clouds. However, while there are certainly amazing wonders to behold, there is a darkness in Archbliss. Something rotting away at its heart that could, if not healed, bring the city crashing to the ground once more.

Gods of Sundara


Gods of Sundara (available for Pathfinder and DND 5E): In a world with no alignment, and where the gods are often genuinely mysterious forces that are far too large for mortals to truly comprehend, the divine feels genuinely strange and unknown... something that really does have to be taken on faith. This supplement provides a sample pantheon for Sundara, but also provides instructions on how to easily make your own gods in a world where you can't cast a spell and tell whether someone is good or evil.

Species of Sundara


Sundara is filled with creatures that many of us recognize, but I wanted to give greater depth to their cultures, and a wider variety of options. After all, humans always get 15+ ethnicities, languages, and unique histories, while elves, dwarves, orcs, halflings, etc. are almost always left with footnotes, or maybe with a handful of offshoots. So, in short, I wanted to give all the fantastical creatures the treatment that humans usually get in our games.

And there is no human book yet. If readers demand to know more, then I may sit down to pen one... but I figured that humans didn't need to be front-and-center in this setting just yet.

- Elves of Sundara (Pathfinder and DND 5E): Elves are one of the most quintessential fantasy creatures... but if you want to see more than just high elves, wood elves, and elves of the sun and moon, then this supplement has you covered!

- Dwarves of Sundara (Pathfinder and DND 5E): The children of the primordial giants who were meant to fill in the details of the world they'd made (or so the myths say) there are as many kinds of dwarves as their are kinds of giants... and possibly more, depending on who is keeping count.

- Orcs of Sundara (Pathfinder and DND 5E): Supposedly a creation of the elves, none can say for certain exactly how or why orcs have been made. What most agree on is that these creatures are far more than most may think at first glance.

- Halflings of Sundara (Pathfinder and DND 5E): Little cousins to the dwarves, halflings are tough, clever, and not to be underestimated. From living beneath the hills, to taking up residence in the deep forests, halflings in Sundara come in quite a variety!

- The Blooded (Half-Elves and Half-Orcs) [Pathfinder and DND 5E]: When orcs and elves mix their bloodlines with other creatures, the result is one of the Blooded. This inheritance takes many forms, and it can even wait generations before manifesting when the right combination of individuals come together to have a child.

- Gnomes of Sundara (Pathfinder and DND 5E): Gnomes are strange creatures, found in places where the spirit of the land has coalesced and made children of its own. The sons and daughters of the ancient nymphs, they are the stewards of these places, and they change as often as the weather and the land.

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or my Daily Motion channel!. Or if you'd prefer to read some of my books, like my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

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1 comment:

  1. Some small publishers manage to publish a core rulebook, but no adventure. This is a shame because a) many gamers may not have the time to work up an adventure or campaign themselves, b) the creator can use the adventure to highlight the unique features of their game: what do they do differently? What unusual setting situations can characters get into?
    I was impressed by BAROQUE SPACE OPERA (by Mark Kowaliszyn, 2015, for Fate Core). It was devastatingly good writing about an advanced but hidebound and corrupt society similar to DUNE or The Metabarons. The corebook had a Tyrant who lived 149,000 years and kept getting resurrected in the 4 times he was assassinated, faster-than-light travel, a decayed Internet with old AIs hanging around, automatons made entirely in miniaturized hardware, resurrection technology, nanotechnology, genetic constructs, psionics (Prana), aliens, and a section of the galaxy out of the Tyrant's control.
    But there was no module for it. So I developed my own campaign centered on decisions around the succession of a planetary ruler, and which of his heirs would rule next. The PCs were to influence the selection process with social interaction, moving around in the upper crust circles, and black ops in the shadows, often dealing with the lower-class, unmodified human population. The tools of the game, the technologies, the character classes came alive in this fantastical but cutthroat world! I actually used the game and TOLD people how I used the game, on MeWe, but my session reports ended up unfinished.

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