https://www.rascal.news/rascal-pledge-drive-2024-goals-schedule-calendar/
Generally, I don’t follow a lot of RPG news sites, if only because the sort of news tends to be word for word press release stuff and that doesn’t inform as well as reviews. Rascal News, however, has folks who have proven themselves willing to ask harder questions, dig a little more, and cover wider than pretty much anywhere else.
Anyway, I’d like to signalboost their site, and their pledge drive that’s starting in about a week.
Go check out some of the articles, and support if you’re interested in better RPG reporting.
Archive for the ‘RPG Industry’ Category

Rascal News Pledge Drive
June 26, 2024
Selling RPGs and the math game
February 16, 2024Sean McCoy has an excellent introduction to considering how to price and budget your RPG. It includes a lot of bits folks might not be thinking of when starting out, and certainly the sorts of things that make a well funded kickstarter more risky than people think.
My only caveat to the advice is this tiny part in the linked post which often is the pitfall of many games:
(assuming $9 profit per unit) “Letβs say your print run is 2,000 units. Youβve just made $18,000. Pretty good!”
You potentially could make $18,000…. if every unit sells. Are you sure you’re going to move 2000? How long will it take? Will you pay inventory storage or tax each year until that happens? How much will that be?
Really the place to start is research and estimation of how many units you think you can move BEFORE deciding your print run. 2000 units seems like an awfully optimistic run but then again, maybe things have gotten way better than when I was more involved in these things, or perhaps if you’re selling a 5E module, that’s reasonable.
This is where it’s extremely helpful to have a design circle, forum, discord, or some kind of “scene” because if the other designers in that space are making (x number of sales) you can get a bead on what kind of sales you can expect as well.
Maybe about 15 years ago, Vincent Baker brought up the point that the median number of units sold for ANY kind of book (fantasy, romance, thriller, drama, cookbook, whatever) is 500. And roleplaying games are more niche than general books… so…
Again, maybe things have gotten way better. But sinking money into publishing, shipping and storage before you have a good guess is a recipe for losing lots of money.
This is why I’m still very firmly in the camp of “Start by selling PDFs and print-on-demand hardcopies”, “Do micro runs for conventions” until you have a base of customers. It’ll give you a chance to build out that network, get an idea for your numbers, hone your craft/learn what pitfalls there are, while being very low on the risk scale for yourself.
That aside, from my professional life, I can say that paper costs have swung drastically during the last few years and in some cases doubled or simply become unavailable. If you’re doing a print run you could easily become victim to these costs, so again, small and reasonable is the place to start.

The Licensed Game Pitfall
April 13, 2022I am unsurprised that the 5E D&D take on Dark Souls is… not a great fit.
Games built on pre-existing licenses often fall into this problem, usually because the people who decide the licensing have no real experience in the tabletop RPG world; “X popular thing + Y popular thing should work great, right?” It’s a failure based in the idea that most merchandise you expand into still function the same no matter what you put on it: no one says “Oh my Power Rangers backpack should function differently than my Naruto backpack.”. But for games, actually yes, the game should be different because the experience you’re emulating is different.
What are the fans looking for?
First off, you’re doing a license because you want to serve a fan base. It’s a good idea to know what the fans want. Here’s a thing; if you have to do surveys or marketing polls to even get an idea of what fans are looking for, you don’t have an expert on your team and you’re badly positioned. Hire someone who is in the fandom at least to start (also why are you doing this license if you have no fans involved yet?!?!).
In the case of Dark Souls, people love mastery and tactics. There’s an element of player skill involved. That skill can be “git gud” or it can be “I found a way to cheese this enemy”. Both are in the game’s fanbase.
What systems already do this?
What RPGs do anything like what you’re trying to do? Maybe none of them, but are any close or have some ideas you can pull? Legally, RPG mechanics can’t be copyrighted, so, you should research and see. Obviously, if there’s a pre existing system that’s hitting 70-80% of what you want, maybe you can license it? If you’re going to use a system, you should also be KEENLY aware of where the system DOESN’T fit with the things you want to have happen. Because that’s where your hard design work is going to go.
In the case of Dark Souls, there’s the Japanese official Dark Souls RPG (…which…seems like the obvious choice to license), a dozen indie RPGs that go for the Dark Souls feel, and, in the sense of combat mastery, some games that make use of “blow for blow” tactical play, like Riddle of Steel or Burning Wheel.
Project vs. Money
Finally, to one of the key points from the old Forge Forums I wish people didn’t lose; decide how much money you can afford to lose before starting the project and build your final game product within those means. (I wrote about this again back in 2010).
One of the problems that has plagued a lot of TTRPG space is people designing their game book to match other games; “They have 300 pages, I better have 300 pages”. Apparently the Dark Souls game was 500 pages. The Japanese Dark Souls RPG wasn’t 500 pages. The indie RPGs like Rune Cairn aren’t 500 pages. You’re generating a ton of page filler to meet a goal that no one is asking for; it is hustling backwards.
Now here’s the thing; if you go read the article, do you think the fans are more invested in have 500 pages or in having functional core game mechanics? Which would have been a better investment of time and money?
Anyway, it’s deeply frustrating and sad because tabletop RPGs are among the least expensive things to develop (compared to, videogames, Netflix series, mass runs of physical merchandising) and we’re forever stuck in this cycle of bad design choices with licensed games.
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Solo Games: a pandemic ideal?
January 30, 2022I’ve been looking at a few of the solo games that have come out in the last few years. I still haven’t found one that has been close enough to all the things I’m interested in to get DEEP into, but from all the stuff I’ve seen, it’s also not too far from what I like, so I’m guessing it’s a matter of time.
Quite a few of my “non-roleplaying but roleplaying adjacent” geek friends gotten into quite a few of these and I think I’ve identified a few things that solo games have as strengths.
Time vs. pressure
You know what feels bad? It feels bad to cancel a game session. I don’t feel bad when a player tells me something has come up, but I feel bad when something comes up for me. Even if it is 100% legit. (last week, 3 hours of sleep from insomnia and a full day of work, I knew I wasn’t running a game).
So here’s a thing; if you’re playing a solo game and you get tired, you get bored, you lose track of time watching cat videos, or whatever? No big deal. You can play later, whenever it works for you. Hell, I have a solo game that’s been sitting for months, maybe I’ll go back and finish it out, maybe not. It’s also not a videogame where maybe quitting in the middle of something leaves you in a bad position or you lose resources for next time.
The pandemic has put extreme pressures on a lot of us. Mental and emotional fatigue is really high. Having a no-commitment game is a good option.
Learning the rules
The other pressure is… learning the rules. I have a sizeable shelf of boardgames, and I think there’s probably 3-4 Big Box Games that I got a few years back and never learned the rules for. The games look cool, and I think about how fun they would be to play, but then I remember it’s going to be a 2 hour commitment to learning the rules, 2-3 hours of play and probably 3-4 play sessions before I feel decently fluent in running the game.
And mind you, you have to have gotten other friends to jump in on this too and they’re looking to you to help THEM learn the rules.
Again, a solo game… no one else is committed. No one else depends on you explaining it right. You can learn it at your own pace, you can play it at your own pace, and if you got the rules wrong, there’s that many less people’s time that got futzed up depending on how you misread it.
Sharing online
I’ve seen a decent subset of games involve writing fiction, journal entries or making art. I’ve mentioned before that war games can use their cool terrain and painted models as things to draw in new players and interest – this sort of stuff works well for solo games as well. And doing it online is an easy thing given the needs for social distancing. This also allows players to pick and choose how they want to be public with their creations, and even if they want to hide under an anonymous account.
So, while I don’t think I’ve found the solo game FOR ME, it does seem like solo games are in a great place as far as market conditions and it’ll be interesting to see what else folks make in the next 5 years.
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Supplement 2.0 in RPGs
November 19, 2021A lot of the traditional RPG publishing space was built on the “Supplement Treadmill” of the 80s and 90s – you make a game, you churn out supplements in the form of adventure modules, extra rules, splat books, etc.
In one way, this made sense because while RPGs were spreading, you generally were selling to people to “buy deep” into your product line. The part where it didn’t make sense was the fact that publishing printed material cost money, and you basically hit a point where the mass of material became too hard for people to navigate and figure out the point of entry. So then you launch a new edition, usually with minimal actual changes, and then resell everything again.
Aside from… the ethics of that business model, it just did poorly because the cost of publishing, shipping and inventory tax made it not a very viable option.
However, one thing I’ve noticed for games that are primarily PDF sales; you CAN have 30 microsupplements for your game at a very low cost under $5 each, and not have to suffer the drawbacks of print costs. In this way, this idea of “lots of small material, produced every couple of months” becomes a lot more viable. (Of course, the underlying logic that is every more important is that these creators did not go into debt to publish their games, and are not counting on the sales to make rent…)
How well does this work in practice? I don’t know! No one has done the old Forge thing of sharing their sales numbers, but since I’ve seen a few different games following this model, it probably has some merit.
It would be interesting if we did have numbers on a few of these and to contrast it with, say, a game that is being developed via Patreon funding.