Monday, March 14, 2016
I apologize for the longer than usual absence. If that looked like the inevitable death of the blog, I understand. I've certainly invited that conclusion in the past.
But I'm still here! Still working! I just had the flu!
But, you know, I REALLY had the flu. To say that production dipped as I fever-dreamed the RPPR group trying to break into my home and kill me would be an understatement. Couple that with the end of the quarter (grades are due) and the 2-3 chapter a week revision cycle seems doomed from the start, in retrospect.
But progress has been made. The only section from the beta release that still needs revision is Negotiation. After that, the entire player section will be ready for the Kickstarter.
I've also been doing some pricing. Between print costs, editing, layout, art, and the variables that effect all those numbers (softcover vs. hardcover, B&W vs. color vs. glossy), there are a ton of estimates to collect and collate. I've just about got all the information I'm going to be able to gather in one place, at which point I'll start planning out the campaign's reward tiers and stretch goals.
Then there's promotion, of course. Ross and I recorded another Game Designer's Workshop about art direction and project management. The APs for The Brutalists -- our flagship playtest campaign -- keep on getting a healthy response. I'll also be running two important playtests for other podcasts this week. As always, time spent running the game means time not writing the game, but I've got to make sure the jobs I put forth show off all the best parts of the game; for these potential new fans, I won't get another chance to pitch Red Markets.
With all these other responsibilities, I'm starting to realize I might not be able to get the game entirely revised before the KS launches. I'm confident I can finish up within the first week of the campaign and still get some setting writing done inbetween answering FAQ's, but I'm going to have to switch into sell mode soon. Writing ad copy takes infinitely longer than games rules despite being a fraction of the length, and that's to say nothing of the research that needs to be put into a promotional plan. It'll be a photo finish as is, and I can't imagine how hopeless the whole thing would seem if I hadn't long ago given up the idea of having the game completely sewn up before launch.
All you can do is keep chiseling away at it. Thanks for following along, dear reader. More updates soon!