Love’s Labour’s Liabilities – Postscript

So we are about a week past the end date of our submission for Kickstarter’s ZineQuest 3. How did it end up?

 

I think Stress was the watchword on this project with most decisions that we made focusing on how to limit the amount of stress we would have in running the Kickstarter, hitting our goals, and fulfilling the Kickstarter. So you’re going to see that word a lot in the recap below.

As I noted in my Kickstart the Game post, we reached our goal in about 5 hours which made it a lot less stressful (see, there’s that word!) than our first attempt at doing a Zine back during ZineQuest 1. During that campaign, we funded in the last hour or so which meant that for the entire duration of the Kickstarter we were constantly checking and double-checking the webpage. Now, this is a normal part of a Kickstarter… or at least for me it is, but it can’t be both distracting and at times deflating. You get the little highs when you check and the number goes up, but it is almost worse when the number just sits there, mocking you.

In comparison, Loves’ Labour’s Liberated’s (LLL1) goal was set at $1000 and Love’s Labour’s Liabilities’ (LLL2) goal was set at $400.

Why the difference in goals? Well first was the hope that we might fund earlier in the process and not get down to the last few minutes not knowing whether it was going to fund or not. The second was that we knew more about the process. Going into LLL1, between the 3 of us, only I had run a Kickstarter before and that was for the Gilded Age Graphic Novel. This was an RPG-related item that we were still figuring out. And we wanted to set what we thought was an achievable goal… technically we weren’t wrong. But with LLL2, we had learned what to do and what not to do.

Finally, there was the biggest reason for only having a $400 goal. We gave away LLL2 (pdfs) to all the LLL1 backers for free. Why did we do that? Well, we were late on delivering LLL1.

Really, really, really (add about 100 more “really”s and you start to get the point) late. We all dropped the ball on that and really there was no excuse for it.

This giveaway was an additional attempt to make up for all those delays. However, this created a different sort of problem: If you give away the zine to your previous backers then you are going to have to pretty much find all new backers for the new Kickstarter. Normally, when you do sequels to previous Kickstarters, you are counting on some percentage of backers to follow you to the next project. During LLL1 we had 81 backers. Doing things this way meant we were kind of starting from scratch with this one.

I should note that about a dozen backers for LLL2 had also backed LLL1, so it didn’t completely eliminate some repeat customers.

Of course, we didn’t know what to expect, so the $400 with a potential for some stretch goals made a ton of sense. And again, funding so quickly really let us focus on getting the word out rather than worrying so much on the $$.

This brings us to the single biggest difference between LLL1 and LLL2, we had completely finished LLL2 before the campaign went live. Obviously, we needed to have it done to deliver to LLL1 backers, but it was a conscious decision by all of us that we needed to get out in front of this so that there would be no question in anyone’s mind whether they’d have to wait a year or more to receive what they’d paid for. In fact, as we look to the future, I believe this is the best way to do any additional Kickstarters we run.

When LLL2 was all done, we actually eclipsed LLL1 in both total backers and total dollars:

LLL1 – 81 Backers for $1018

LLL2 – 86 Backers for $1134

This amount allowed us to unlock 3 stretch goals which were Bonus Art X-Cards for use at your gaming tables.

We delivered the updated LLL2 pdf immediately upon the campaign ending, and are now in the process of getting the dedications put into the pdf before it gets sent out to the printers. After that, the three of us will get together and pack up the zines and stretch goals to send out to the backers (which looks like it will happen the first weekend in March). All of this means that potentially everyone will get their Zines within about 5-6 weeks of the campaign ending.

***

Now what?

We’ve started talking about what a LLL3 might look like. I know Egg is looking to do another non-5e Zine at some point down the road on his own. And recently I’ve become enamored with the idea of maybe branching out from a 5e zine and looking at some of the other systems. Not sure exactly when any of those will be done, but I’m looking forward to working on them!

For all of you who backed either Kickstarter, I just want to thank you again for placing your faith and your hard-earned dollars behind these projects. The ability to do this is really the fulfillment of some dreams that we’ve all had since we first discovered roleplaying games.

***

John McGuire is the writer of the sci-fi novel: The Echo Effect.

He is also the creator/author of the steampunk comic The Gilded Age. If you would like to purchase a copy, go here!

Click here to join John’s mailing list and receive preview chapters of upcoming novels, behind the scenes looks at new comics, and free short stories.

His other prose appears in The Dark That Follows, Hollow Empire, Tales from Vigilante City, Beyond the Gate, and Machina Obscurum – A Collection of Small Shadows.

He can also be found at www.johnrmcguire.com

 

About John McGuire

Writer of comics and novels. In 2006 his first short story "The God That Failed" was published by Terminus Media in their debut comic Evolution Book 1. Since that time he has had stories published in Terminus Media's Evolution Book 2 and Evolution Special, Kenzer and Company's The Knights of the Dinner Table, and Four J Publishing's The Burner #3. Currently he is eagerly awaiting the digital publishing of his first creator-owned comic The Gilded Age #1 to be published online as well as his first novel The Dark That Follows later this year.
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