Reflections Of A First-Time Kickstarterer
The Hero Games Kickstarter for The Book Of The Empress recently succeeded, and I’ve just launched my own Kickstarter for Mythic Hero. I figured it might be a good idea to do what so many others have done and post my thoughts, suggestions, and advice for the whole process. I know plenty of people out there are thinking of doing Kickstarters for gaming-related products. I’ve benefitted from the wisdom of those who came before me, and hopefully some who come after me will learn something from my experiences.
Herewith, said thoughts, suggestions, and advice. ;)
The first thing you need to do (which you’re hopefully doing by reading this blog entry, in part) is conduct some research. Find out from people who’ve done this what they learned and what problems they encountered. There’s no point re-inventing the wheel, after all.
Some websites that I benefitted from when conducting my own research include:
Some of the tantalizing facts you’ll learn through these sources:
One of the biggest keys to Kickstarter success, if not the biggest, is your reward tiers. Getting people to become one of your “patrons” is tough — sometimes a little bribery is required! Obviously one of the main rewards will be one or more copies of whatever it is you’re creating (a book for RPGs or fiction, various other games, a CD of your band performing, whatever), but you can go a long way beyond that.
First, be careful not to overload backers with reward options, thus creating “choice paralysis.” The ideal number seems to be 5-7. And make sure each one is distinct from the others; easily-identified differences between tiers is better than small variations.
Second, include some low-level tiers (so people can offer at least token support if they want to) and some high-level “big ticket” tiers (just in case! ;) ). In theory these are mostly intended to encourage people to go for the mid-level tiers that are going to be your bread and butter, but you never know when an enthusiastic fan may have some extra cash burning a hole in his pocket.
Third, consider carefully the cost of the rewards you offer, not just in terms of money but in terms of your time. The best rewards are ones that add some value to the project (such as the author’s signature) but that don’t require a lot of time or money to provide. Rewards that require you to shell out cash or time — such as giving every backer of $X level or higher a t-shirt with your logo on it — may be more trouble than their worth. At the very least you should factor in that cost when determining how much money to raise (see below).
Fourth, for the higher-level tiers, consider rewards that are personalized to the backer. For the Book Of The Empress Kickstarter, for example, Hero Games established a reward where the backer could help the author create a character for inclusion in a PDF that all backers would receive. (Had the book not already been essentially complete, those characters probably would have gone into the book itself.) Other possibilities: name a character after a backer; give a backer a special nickname in the dedication; include the backer in the book’s art somehow.
Fifth, plan ahead for what happens when you reach your funding goal early. As several of the websites linked above mention, your job doesn’t end when your project reaches 100%. At that point your job shifts to finding ways to encourage people to keep giving. It’s easy for potential backers of a project to think, “Oh, cool, they’ve reached the goal, now [the whatever] will be on sale after it’s made.” (That may or may not actually be true, but you can bet they’ll think it regardless — and in the case of RPG books there’s a good chance it is, in fact, a correct assumption.) One of the ways you can keep the “I reached goal funding slump” from affecting the rest of your project is to add a new reward tier. (You can’t change a tier once someone pledges to it, but you can add new ones.) If you can, plan for this in advance — know what you’ll add, and at what level of funding, so you’re ready right away. And make sure you don’t annoy existing backers by adding a reward that invalidates what they’ve already paid for, or offer a reward that seems cooler for less money. (If possible, allow existing backers take advantage of the new reward for a small additional pledge.)
A number of commentators have suggested that when you create a project you shouldn’t expect to raise every penny of the funding you need through Kickstarter — you should plan to generate some lesser amount (such as half). The rest you either get from other sources, or you “contribute” yourself as sweat equity. The idea is, in part, that a lower goal makes success more likely.
This is a notion worth considering — if you’re not creating whatever you’re trying to Kickstarter professionally (by which I mean, for more or less your full living). If you’re doing a Kickstarter to produce something you create in your spare time away from your day job, or as some small part of a galaxy of money-making ventures you engage in, then maybe planning to cover less than your full cost of production is a valid strategy. Maybe.
But if you are trying to create professionally, I think this suggestion is a sure path to failure, if not bankruptcy. As a business, you have to cover all your costs, or you’re not going to stay in business for long. You have to plan your Kickstarter to bring in the entire amount you need to fund your project, not some percentage of that amount.
So how do you calculate that amount? Well, obviously that depends on a lot of factors, such as what you’re producing, but here are some things to include in your spreadsheet:
I’m sure there are plenty of other things that could be added to this list, but I’ll trust you to know your own industry/market enough to figure them out. Above all, plan convervatively — or “pessimistically,” if you prefer a more cynical outlook. Don’t base your estimates of your expenses on hope, or guesswork, or luck. If you can’t nail the costs down with reasonable precision, plan for them to be a lot more than you expect... because they will be.
One of the great things Kickstarter does is provide you with all sorts of tools to communicate with your backers. And you should use them — these people are your core audience, supporters so interested in what you’re doing that they’re willing to offer their money in advance to see you succeed. Take advantage of that enthusiasm, and don’t allow it to falter. Some specific suggestions:
Of course, don’t make yourself an unwelcome guest. Even the most enthusiastic of supporters doesn’t want to be bombarded with meaningless “announcements” every day. Stay in touch, but make sure your updates have purpose.
Kickstarter has even more communications tools for a project that reaches its funding goal. After that happens you have the ability to send out surveys that allow you to gather the information you need to deliver the rewards you promised. Typically you’re looking for things like the name the backer wants used in the credits, his physical address where you’ll send him the finished product, and so on. But you’re a creative person, you can use this tool creatively! For example, consider asking if the backer would like to receive an e-mail about your next Kickstarter. Keep the following in mind when preparing your survey, though:
Last but not least, remember this: no Kickstarter advice (even what you’ve read in this sagacious blog) is universally applicable. Statistics and suggestions aside, you have to decide what works best for your project and your goals. Most projects do best with 5-7 reward tiers, but some have been very, very successful with a dozen or more. Ending on a weekend day tends to be the best bet for most projects, but that doesn’t mean you should go with the pack if you have a good reason for choosing some other day. You know yourself and your work best, so use that knowledge to help you pick the best path to full funding.
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