Tuesday 13 October 2015

Notes on micro-publishing, part 4

I had three goals with making Oddpool:
  1. To have fun making something and sharing it.
  2. To learn a little about the behind the scenes logistics of this kind of enterprise.
  3. To raise some money towards artwork for future releases.
In the last three posts I've talked about how I went about making Oddpool and sharing it, what it cost to do things and how I set them up, and then I shared details of what has happened in terms of sales - and did a breakdown of where £1.99 for a print edition goes.

In total I've generated £15.41 towards future artwork (and with thinning out my RPG collection this number has been added to), so I've done something towards my third goal. What about the other two? Did I have fun? And what did I learn from doing this?

Rough, unused/non-final art of some "Spidercrew" cultists - may appear in a future Oddpool campaign...

Saturday 10 October 2015

Notes on micro-publishing, part 3

This is my third post reflecting back a bit on making Oddpool and the experience of selling a little RPG product. On Thursday I shared a post about the practical side - how I made the pdf files and got things printed and assembled - and yesterday I looked at how I have been sharing and selling it. Today I want to look at the numbers a little bit, and then tomorrow I'll reflect on what I've learned from this small project, some questions or thoughts that I've had, and what this means for the future.
Unused piece of Oddpool artwork. Maybe next time...

Friday 9 October 2015

Notes on micro-publishing, part 2


Oddpool has been out for a month - there are only a few print copies left - and because I want to make self-publishing RPG things a part of what I do, for fun and for profit, it seemed like a good time to look at the numbers and process involved thus far.

This not a "how-to": I'm just going to say what I did, what I think went well and what I think I could do differently, and some little things I've learned along the way. Like I said yesterday, I had three goals with making Oddpool:
  1. To have fun making something and sharing it.
  2. To learn a little about the behind the scenes logistics of this kind of enterprise.
  3. To raise some money towards artwork for future releases.
Yesterday, I shared some of the practical details of how I made Oddpool. Today, I'll look at what I did to set up a payment process, and how I went about sharing Oddpool. Tomorrow I'll look at the numbers of all this, and what I learned by doing this small project.

Thursday 8 October 2015

Notes on micro-publishing, part 1

As Oddpool has been out for just over a month now - and there are still a few print copies left for around the price of a Starbucks coffee! - and because I want to make self-publishing RPG things a part of what I do, for fun and for profit, it seemed like a good time to look at the numbers and process involved thus far.

This is by no means a "how-to": I'm just going to say what I did, what I think went well and what I think I could do differently, and some little things I've learned along the way. I had three goals with making Oddpool:
  1. To have fun making something and sharing it.
  2. To learn a little about the behind the scenes logistics of this kind of enterprise.
  3. To raise some money towards artwork for future releases.
In this post, I want to share some of the practicals on how I made Oddpool, both my process for creating the files involved and what I did to make the printed editions. In a second post I'll look at what I did to set up a payment process, and how I went about sharing Oddpool. Depending on how long I waffle in that post, it might be a third post before I get on to reflecting on what I've personally learned, and the numbers side of things, but I will get to them.