Freelancing in the Tabletop RPG Industry
There's a lot of stuff on Twitter right now about freelancing in the game industry, and I want to quickly go over it from a perspective of someone who hires freelancers and freelances himself.
For anyone living under a rock, freelancing is a large part of the RPG industry. I don't know exactly what the specifics are, but since sales are low and people generally don't make enough money to support a team (at least, not more than one or two core people), you wind up having to hire freelancers a lot, unless you're a one-person machine.
This is one of the reasons why Kickstarter is so important in the roleplaying game community: love it or hate it, it's a great way to get a lot of attention and money very quickly, which then generally gets used on freelancing.
Sales themselves tend to be awful. Like, literally dirt. I've heard figures of a dozen sales for good work, and I'm actually much luckier than that (I give away stuff for free, though, so my "sales" numbers need to be adjusted equivalently).
If I were to go into DriveThruRPG, and just look at donations on my products for the past year, I see a total of 29 paid "sales" across velotha's flock, the Hammercalled Quick-Start, Waystation Deimos, and Segira: 1985.
Most of those, ironically, are on Waystation Deimos, which I made in 48 hours entirely solo (they also tend to be small, reflecting Waystation Deimos' smaller size).
velotha's flock has a rip-roaring $30 or so in donations, but they've come in over the course of the whole year. Since it's unfinished with major issues, that's actually something of a success.
I contemplated giving numbers of what I paid for some of the work, but I'm not sure if my freelancers would approve. However, the Hammercalled Quick-Start has made back about 0.4% of its budget. Admittedly, a lot of that work is reusable in the finished Hammercalled game, if it ever gets finished. Segira has made back around 1%.
That's gross sales. If we take out DriveThruRPG's cut, the numbers are actually even lower.
The worst part about it is that my freelance artists are underpaid, at least by American standards. I try my best to be as fair as possible, granting full exhibition and portfolio rights (including the rights to sell prints), but I know that it's not something that really has a tangible value at the same time.
A consequence of this is that most of the freelancers I work with are in places with a much lower standard of living, and to my knowledge they typically have day jobs (just as I do).
In my own experience as a freelancer, I'd say that I'm paid fairly for my talent as far as the time and effort I need to invest to get paid, but work opportunities don't jump out of the wood-work either. A lot of the rates suggested by the industry are below what would be considered an "industry standard"; I've worked at and above the industry standard exclusively, but I also don't tend to advertise that I freelance, so people who come to me want me to do it. People who freelance professionally or semi-professionally are probably at a huge disadvantage here; I have a day job and my own projects, so I only work where it interests me and/or the pay attracts me enough to do so.
For comparison, I've had months where I've had reviewer kickbacks on DriveThruRPG rival my own earnings. Writing blogs is more profitable than writing for games, and it's a hardscrabble industry itself.
I don't have solutions or answers. I do what I do for love, not for profit, but that comes with another realization:
At some point, Loreshaper Games, at least as it currently exists, will die. Not just because I can't go on forever, but because there will be a point in my life when I can't afford to put money into passion projects. I think that's true of most of us indies, and maybe even the big pros as well.
Yeah, I hear you. I've only published some D&D 5E eProduct on DriveThru. So much new stuff comes out now, that anything I produce gets shoved off the front page of "new products" within about 4 hours, so never had a chance to build any brand recognition or buzz or anything. I'm finishing up a couple projects, but not sure if I want to bother with producing any actual new game projects.
I'm not sure if there's a huge difference between DM's Guild and the more traditional DriveThruRPG in terms of marketing effectiveness, but I think that it might be a little more generous with regards to that.
Of course, from a market perspective I also try to release standalone games, which I think just benefit from a draw in interest from the "oh hey, I want a new game" crowd and also more likely to result in people looking at multiple different products (as opposed to a lot of the daily content creations that are really small and tend to be more niche; users don't need five 101-item lists that often).
I think very few of us will ever have the answers or a solution. We just do what we can in our "free" time for some enjoyment. It great when a something we love and enjoy can pay the bills. Sometimes it's just great when you can break even on them as well one day.
I at least hope blogging about your process and methods help keep it fun and perhaps lasting longer then it would have otherwise.
Perhaps your future is developing things for this platform one day and doing something like a @fundition while hiring people out on the platform and using funds raised from here as well to cover the freelance work.
Honestly, if I hadn't written for Steem I don't think I would've gotten anything other than velotha's flock done last year, except maybe a little sketch of Hammercalled.
Blogging is something I really enjoy; I've blogged on a daily or weekly basis for years (not necessarily consecutive years, but years nonetheless), and it's a great "low-impact" way to write.
I've actually been thinking about stuff like @fundition recently, and I'm going to mention it in what I write tonight.
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Outside of the real "big boys" in the industry (and that's pretty much Wizards of the Coast/current incarnation thereof, Paizo Publishing, and White Wolf/Paradox) there really is no significant RPG publishing industry. There is a smallish vanity press system which has made exclusive and heavy use of print on demand and probably been one of the driving forces that have made POD a going concern for many years, but realistically – that's it.
It's a very tight, very small, extremely niche form of entertainment, and it actually always has been. Compared to most other creative industries, it just doesn't even appear on the radar. While the new "let's play RPGs in public via live stream" thing is a real thing, you'll note that most of it is focused on products of the big three and maybe, occasionally, something just a half-step out of the mainstream to the side.
But it's always been that way, and some people have managed to make real careers out of writing in the industry. Not huge careers. Not big stacks of money careers. But careers that feed their family – most of the time.
Unless you are Dungeons & Dragons, Pathfinder, or World of Darkness – there will come a time when you can't afford to put money and time into development. That is the nature of the beast. If you're very, very lucky, you'll cultivate a very small fan base who wants to carry on the project and the product and it will become mostly self-sustaining for a while but not forever.
The nature of the beast. As long as you accept that it is what it is, you can stay ahead of the curve and relatively psychologically happy.
I think there are a few exceptions to the "big boys" rule, but you're generally correct.
I have some more thoughts on this that I'm going to explore, partly courtesy of the Numenera bundle that just popped up on Humble Bundle.
I claim the (dubious) title of freelance RPG artist, and I am at the dollar commissions stage, that is, I'll do pretty much anything for a dollar just to get my art published (and that dollar can be negotiated down to a penny). My stuff has appeared in two publications by another author so far (Black Goat Games).
At the moment, I keep plugging my own platforms while selling ACEO format art on eBay, all the while hoping to get discovered by low budget projects. What I lack possibly in talent, I make up for in uniqueness and style. I'm probably more appropriate for filler art than cover pieces and "small" (or even tiny art) format is my favorite.
My Facebook Art Page
http://www.facebook.com/JBGarrisonArt
My Roll20 Marketplace Creator Page:
https://marketplace.roll20.net/browse/publisher/321/jeffrey-boyd-garrison
My DriveThruRPG Publisher Listing
https://www.drivethrurpg.com/browse/pub/12297/JBG-Games
My Twitter Spam Catapult
http://www.twitter.com/JBGarrison72
I love independent publishing and publishers and I wish I could afford to buy ALL THE THINGS on DriveThru... if I win the lottery, first thing I'm going to do is throw ridiculously large wads of cash at every pay-what-you-want publication on DriveThru. :P
I think that one of the only ways to do well in the games industry is to get a following and a lot of exposure.
Part of the reason that I think that Waystation Deimos was so successful was that it was a variant of a game that was a variant of another game and I was able to acquire some of their community's interest. Compare this to Segira: 1985, which should by most metrics be an objectively better game, but had much less reception.
I think you've got it spot on... the question of building a following then becomes tireless work in promoting and running games?
Somewhat.
I'd imagine that some of it comes down to having promotions and being out there. I think that if you can get a decently sized podcast to highlight your game you can do pretty well pretty easily, or even a bunch of people like me who are very willing to recommend what we like and have a more modest following you might see a potential to get followings.
It takes maybe ten thousand sales of a game to hit break-even (assuming a somewhat expensive budget of $250,000 or so), after you account for the cut that DriveThruRPG takes. Compare that to "best seller" ranks on DriveThruRPG. They start as low as 250 from what I've heard, so that's not exactly a tremendously high yardstick.