Sycarion Diversions

Home of the Odd Duk

Page 111 of 213

Alternative to Kickstarter

On G+ earlier tonight, I posted about a different type of crowdfunding site. The site is called Patreon and it features a different system intended to reward content makers for making new content.

I've tried to explain it, but I really can't explain it better than they can. Here is the basic idea from the FAQ:

General Questions

  • What is Patreon?

Patreon lets fans become patrons of their favorite artists and content creators. Unlike other fundraising services that raise for a single big event, Patreon is for content creators who create a stream of smaller works, like youtube musicians, bloggers, comic creators, etc.

  • Who can be a content creator on Patreon?

Anyone! All you need to do is setup your creator profile on the site and then tell your fans about it.

  • What are the benefits of Patreon?

As a content creator:

  • Get funded for working on what you love
  • Give back to your most passionate fans with rewards
  • Continue growing your fanbase with our social tools

As a patron and fan:

  • Support the artists and content creators that you care most about
  • Get rewarded by your favorite artists with pre-sell concert tickets, personal gifts, hangouts or meet & greets, or anything else they can offer as a way to say thanks
  • Spread the word so others can support your favorite artists and content creators

I see folks like Autarch with ACKS doing Kickstarter after Kickstarter and it works for them. They have about 115K for income in about 94 weeks. That's just not bad, you know?

They are always making content, interacting with their fans, being human when criticized and most importantly, they make a great game.

So what would it look like if a game company made more content, more often? The closest thing that comes to a Patreon type of thing is dungeonaday.com Pay 60 or 120 USD and you get lots and lots of great content in an easy to digest format. Yet Patreon works differently...

Note: I am not knocking dungeonaday.com. They have a great business model, I only use them to show differences in business models.

Dungeonaday - buy a subscription, get everything. I assume that subscriptions are renewed yearly.

Patreon - Pledge a certain amount of money for a creative work, pay only for things you want. Cap your expenses if the artist you patronize is really prolific. 🙂

Neither one is a bad idea, just different.

So if it's not Kickstarter and not Dungeonaday, what would a successful game creator on Patreon look like?

Well, there would have to be enough free content to get an idea of the type of games and game materials the game creator makes. Patreon provides a platform to do this, but some of the most successful content makers on the site also take advantage of personal blogs, YouTube and other sites.

A successful game creator would also need to interact with people interested in his/her games. Patreon provides a platform for this as well, but I would imagine the bare minimum would be a presence on Google Plus and Twitter.

So a game creator makes some cool stuff that you can get for free. What reason is there to pay money? Money would have to offer some kind of access, special content and/or varying degrees of creative control. I'll talk about this more with a specific example.

Joe makes games. He decides to setup a website at joesgames.com He joins Google Plus and Twitter and begins to follow some other users. He also sets up an account on Patreon.com.

He could run a Kickstarter to get off the ground (like Autarch), but decides to write about games he loves and smaller games he has already written. He posts on his blog, patreon.com, and Google Plus. He gets to know some other gamers, participates in GAME BLOG DAY and interacts with others, as he is able, on Twitter and Google plus.

With cross-posting on Patreon.com, someone asks about the whole money thing. This gives him a chance to explain that he can create more games if folks become patrons of his work. Maybe the first patron posting nets only a dollar, but it is something, you know?

As he talks to others, he also explains that patrons get games early, help playtest and have the ability to get special items. He may even decide that to sell his games at DriveThru__ - but only after patrons already have the games for three weeks.

What about special items? For his role-playing games, he can make cool things like a Pocketmod book. Let's say Joe has a maker friend, he could make a few minis (only about 10) or special tokens or other cool things. The special items don't have a limit. He could get the folks at Artisan Dice to make a few custom sets of dice as giveaway to the largest patrons.

If a patron believes he is good enough, that patron could even request the creation of a specific game.

None of this prevents Joe from giving away stuff, selling inexpensive pdfs, selling printed copies through DriveThru or Lulu or even making box sets.

Sure it is not a guarantee. Joe may make crappy games that no one likes but him and his mom. Still, it seems entirely possible that this type of business model could work for someone.

What do you think?

 

Swords & Wizardry Classes

I love to dream up classes for S&W. The main reason is to create interesting NPCs. Although I've never been challenged on it, I like to have the rules setup ahead of time when a party encounters an "alternate" spellcaster or a fighting-man that seems to do a whole lot of damage.

The guidelines I follow are as follows:

  • Start with Cleric, Fighter, Magic-User classes. Also include a tweaked Thief class.
  • All skills of a class are handled per Thieves' Skills (roll on d6 or roll d%)
  • Limited Special Abilities are handled per Turn Undead table using various dice,'X' number of times a day or Spellcasting tables.
  • Other Special Qualities are "always-on" abilities (like Fighter's Parry), Stronghold/Keep/Guild at name level.
  • One other mechanic I use is a custom mechanic for handling psionic combat. I hope to adapt it to handle things like wizards' duels, clerics' tests of faith and sanity checks.
  • There are no abilities unlocked at certain levels with the exception of name level. This is why the Thief is tweaked to always be able to Read Languages, though he or she will have a limited chance at 1st and 2nd levels.
  • Hit Dice are d3,d4,d6,d8 and d10.
  • Name Level occurs at Up to level 13 for d3, Up to level 11 for d4, Up to level 9 for d6 and d8, Up to level 7 for d10.
  • Extra hit points after name level are +1 for d3,d4,d6 and +2 for d8,d10
  • One and only one ability score is used to provide a bonus to XP.
  • One +2 bonus to a type of Saving Throw bonus.
  • I have a custom system for weapons allowed. I allow anyone to throw flaming oil and use slings.

Looking at the core classes, they breakdown as follows.

Cleric:

d6 tops off at 9th level
Wisdom provides bonus to XP
Weapons Restriction: Blunt Weapons + oil and sling.
Limited Special Abilities: Turn Undead, Cast Spells per table,
Special Quality: Stronghold at name level.

Fighter:

d8 tops off at 9th level
Strength provides bonus to XP
Weapon Restriction: NONE
Limited Special Abilities: NONE
Special Qualities: Multiple Attacks, Parry, Stronghold at name level.

Magic-User:

d4 tops of at 11th Level
Intelligence provides bonus to XP
Weapon Restriction: Small list of weapons + oil and sling. No armor.
Skill: Knowing Spells, Making Magic Items
Limited Special Abilities: Casting spells per spell table
Special Quality: Tower at name level.

Thief:

d4 tops out at 10th level
Dexterity provides bonus to XP
Weapon Restriction: One-handed weapons Leather Armor only.
Skills: Climb Walls, Delicate Tasks and Traps, Hear Sounds, Hide in Shadows, Move Silently, Open Locks, Read Languages
Limited Special Abilities: NONE
Special Qualities: Backstab (always-on), Read Magic (gains at name level)

The biggest changes from S&W Complete is that the Thief gains the ability to Read languages any time, but cannot read magic until 10th level.

It's not so much a change, but since there is no explicit rule, I have the Magic-User able to make magic items any time. One part of my rationale is due a house rule I have about XP gained on money spent. Making magic items gives M-U's a reason to spend money.

And Now for Something Kinda Different

So how does this work with custom classes? It is not as limiting as it may appear. Notice that no one has an "X" number of times ability. There's all kinds of ways to modify spell tables (half the spells of an M-U, change the spell levels possible, custom spell lists, etc.) In other words, there are many possibilities, but a limited number of ways to express them.

For an example of how these fit together, let's look at the Hewcaster:

Hewcaster:

d4 tops of at 11th Level
Intelligence provides bonus to XP
Weapon Restriction: Small list of weapons + oil and sling. No armor.
Skill: Knowing Spells
Limited Special Abilities: Casting spells per spell table, Extracting Essence per Turn Undead table, Making Elixirs per spell table.
Special Quality: Alchemists' Lab at name level.

If I wanted a Barbarian, I'd do this:

Barbarian:

d10 tops off at 7th level
Constitution provides bonus to XP
Weapon Restriction: Two-handed weapons only
Limited Special Abilities: Rage up to level times a day
Special Qualities: Multiple Attacks (Crom count the dead!), Stronghold at name level.

+2 to Saving Throws from spells and spell-like effects

If I wanted a Psionicist, I'd do this:

Psionicist:

d6 tops off at 9th level
Charisma provides bonus to XP
Weapons Restriction: Small list of weapons + oil and sling. No armor.
Skills: Learning Psionic Techniques, Grapple Incorporeal Foes
Limited Special Abilities: Uses Psionic Abilities per table, Psionic Attacks per table
Special Quality: Psionic defense (always-on), Academy at name level.

+2 to Saving Throws from Charm and other mind-effecting spells.

For an Assassin:

d4 tops out at 11th level or d3 tops out at 13th level
Intelligence provides bonus to XP
Weapon Restriction: One-handed weapons Leather Armor only. Can use shields.
Skills: Climb Walls, Delicate Tasks Disguise Self, and Traps, Hear Sounds, Hide in Shadows, Move Silently, Open Locks, Read Languages
Limited Special Abilities: NONE
Special Qualities: Backstab (always-on), Make Poison, Read Magic (gains at name level)

+2 to Saving Throws from poison and paralysis

For a Ranger:

d8 tops off at 8th level
Strength provides bonus to XP
Weapon Restriction: NONE
Skill: Tracking
Limited Special Abilities: NONE
Special Qualities: Bonus damage to Giant and Goblin types (always on), Alertness (always on), Casting spells per spell table at Name Level, Use of Healing, Scrying and Travel based magic items at Name level, Fortress at name level.

+2 to Saving Throws from spells that alter the senses or sense of balance.

For a Bard:

d4 tops out at 9th level
Charisma provides bonus to XP
Weapon Restriction: Any weaponsa and shields, but Leather Armor only.
Skills: Hear Sounds, Hide in Shadows, Lore (Identify Magic Items, know the location of dungeon, etc), Move Silently, Read Languages, Read Magic
Limited Special Abilities: Casting spells per spell table
Special Qualities: Psionic Defense (always on), Guild at Name Level

+2 to Saving Throws from charm and mind-affecting spells.

Okay, so that's a bunch of stuff that everyone already has in various forms or another, except the Hewcaster. Could I do a Monk class? Honestly, I would feel the need to add a martial arts sub-system to do classes like the Monk. I'll give it a shot on the next post.

Many Thanks to Reddit Folks (and G+)

I saw today that quite a few folks clicked over here from reddit.

Thanks  Ashbrand and Ansaldo! Please let me know how you tweak the Needle, I love seeing what folks do with a setting.

I also want to thank the folks at the Sword and Wizardry Community on G+. It is a supportive place that encourages tinkerers like me and consistently has great ideas and conversations.

I've had more visitors to the site in the past three days than I usually get in a month. Outside of the Open D6 download page, the Eye of the Needle is the most popular post ever.

I just wanted to say thanks. The past few days have been on the melancholy side and all of this gives me a much needed smile.

 

« Older posts Newer posts »

© 2024 Sycarion Diversions

Theme by Anders NorenUp ↑