Answers and Information For Those That Have Been Asking About My Game.

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Eero Tuovinen:
The disjunction between marketing and game design is certainly a reality; few people are adept at both or interested in both, which leaves many indie games underpresented on the market. Heck, I could and probably should do more myself to market my games instead of just working on new design. As Ron says an interesting website with a memorable and distinctive message can go a long way in this regard; strong presence in various web communities can also help as a non-paid method of publicizing your project. I say "project" instead of "game" because as an indie designer you're often publicizing your game project and yourself as a sort of on-going narrative that hooks people not only with the end-product, but also with its ongoing development.

The more I hear about your game the more it seems to me that your marketing needs to have some basis on actual play experiences and the details of the game's system; this is not high concept design, you'll be finding your audience from among the people who like the small details in what you do because they think about fantasy gaming the same way. So perhaps you should think of your website and other marketing efforts from that viewpoint, trying to find the details that will speak to others who are dissatisfied with their current fantasy adventure games and looking for something fresh.

Gregor Hutton:
Oh, why the rush to publish by a deadline? I mean, it doesn't sound like you have a massive marketing launch planned. So, you can bring it our whenever you like, right?

I think doing a run of 50 is a smart thing to do and if it doesn't fly (or sells only slowly) then you won't have lost anything except the time invested in it.

My latest game "Remember Tomorrow" had a first print run of 25 from LULU, I then printed another small batch with LULU and a larger run of 150 from Fidlar Doubleday. I've been careful to not get ahead of myself, which I think is good advice. Easier to print more than get the money back on books that won't sell.

Stregheria:
There's no big boss breathing down my neck admittedly but I've advertised the game as coming out in September and I've told all those who are going to be writing expansions for it that I'll provide them with the finished .pdf of my rules by then also so they can start work.

It won't be the end of the world if my rpg comes out a few weeks later than planned but I may lose some of the freelancers that I've worked hard to get, which I don't want to do.

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