Thursday, 1 August 2019

Savage Worlds Licensing: Ace, Fan or SWAG?

Back in January, Pinnacle Entertainment Group (PEG) announced the Savage Worlds Adventurer’s Guild (SWAG), a new Community Content program for Savage Worlds. On 27th May I released my first SWAG product, and on 22nd July I uploaded my second (this one is a PoD product, so it takes longer, as I have to wait for the OneBookShelf (OBS) staff to set it up).

I already had a DTRPG publisher account with free Savage Worlds products and several commercial products (Blood & Bile, the SotGH Configurable Map, and the SotGH, Monster and Galactic Countdown Decks). However, my new Fantasy Archetypes on SWAG rapidly outsold all of my earlier products by a significant margin. But at the same time, I found myself chafing at the limited storefront interface, and so I thought it might be interesting to take a look at the different options available to publishers and see how they compare.


Savage Worlds has three third-party licenses: Ace, Fan, and SWAG.

Being an Ace is the most versatile option, but you have to email PEG to negotiate permission for the license. These licenses are granted to people, not products, and the requirements vary from person to person. Aces can sell products on DTRPG or on other sites, they can use Kickstarter and other crowdsourcing programs, they can use Patreon, and so on. Aces can also use "Licensee Authorized Material" from the core rules and companions in their products, and they enjoy a lot of promotional support from PEG.

Fan licensed products don't require explicit permission, and their existence is mostly ignored by PEG, which can be both a curse and a blessing. Fans can distribute anywhere they like (including on DTRPG using a full publisher account), but their products must be released for free -- they can't even make them PWYW. This obviously rules out a direct print-on-demand option, although as a last resort you can always do what I did for Saga of the Goblin Horde, and release a print-ready PDF and printing instructions.

SWAG products don't require explicit permission from PEG, and they can be sold, however, they can only be distributed through the SWAG storefront, and they must be written for SWADE (not SWD any other earlier versions of the rules). SWAG publishers have access to additional art assets (although it seems Aces can use these assets too), and can offer print-on-demand products (although this has to be done manually by an OBS service rep, SWAG publishers can't do it themselves). SWAG products seem to have a little more wiggle room than Aces when it comes to content, but not as much creative freedom as Fan publishers.

DriveThruRPG vs SWAG

SWAG is a Community Content program operated by OBS, effectively a DTRPG storefront customized for Savage Worlds. Many other roleplaying systems offer something similar, although they usually take a 20% cut (SWAG only takes 10%), and require you to write content for their official setting/s -- whereas SWAG doesn't currently allow you to write for any settings, but does allow you to create your own. If you sell a $10 product on SWAG, OBS takes $3, PEG takes $1, and you keep the remaining $6.

DriveThruRPG publishers can choose between an exclusive and non-exclusive publication license, allowing them to keep 70% or 65% of the sales respectively. Aces are required to give 10% of their cut (as opposed to the total sale) to PEG, so if they sell a $10 product with an exclusive license, OBS takes $3, PEG takes $0.70, and they keep the remaining $6.30 -- while if they have a non-exclusive license, OBS takes $3.50, PEG takes $0.65, and they keep the remaining $5.85.


SWAG doesn't allow you to track or email your customers (not even to notify them when you've updated a PDF), which makes it very difficult to inform your fanbase when you release something new. It also doesn't allow you to view sales reports, sales sources, pending purchases, page visits, cross-publisher sales, or any of the other valuable marketing data available to regular DTRPG publishers -- you can only view the raw number of sales and total earnings between two dates.

SWAG also doesn't allow you to earn or spend Publisher Promotion Points (PPP), which allow DTRPG publishers to massively drive up their sales using powerful marketing tools such as Deal of the Day, Featured Product, banners, and so on.

Finally, although you can still list yourself as the author of a SWAG product, PEG will always be listed as the publisher, and you don't have the option of designing and customizing a publisher page to help build your brand.

These limitations probably won't matter to a casual Savage Worlds fan hoping to sell one or two small products, but for someone planning to get into serious publishing, it's likely to become a deal-breaker.


SWAG also falls short when it comes to sale options. You cannot set an "original price" for products (which is how DTRPG publishers display discounts in red text with the original price struck through). You can't opt-in (or out) of site-wide sales (those are entirely up to PEG), nor can you run your own sales.

It is possible to create bundles, and you can even add non-SWAG products to a SWAG bundle (but not the other way around). For example, if you released a system-agnostic setting book through your DTRPG publisher account, and a Savage Worlds companion on SWAG, you could put both in the same bundle as long as that bundle was created on SWAG.

Finally, SWAG doesn't have access to royalty tools. This is a useful feature for DTRPG publishers, as it allows them to offer contributors a cut of the sales, or split profits with co-authors, or even offer other publishers a percentage when writing for their system or setting. It would have been a great feature for Aces wishing to sublicense their settings to SWAG publishers.


DTRPG publishers can distribute their products anywhere they like if they have a non-exclusive license, and even those with an exclusive license can sell their PDFs from their own website if they wish, or sell their printed products anywhere they please. It's not unusual for publishers to sell printed copies or even PDFs of their products at gaming conventions (in the case of PDFs, they make the sale then send the customer a "free" copy through DTRPG).

By contrast, your SWAG products must be sold exclusively through the SWAG storefront. You could hand out discount codes to prospective customers at a convention, but you can't sell them the PDF directly or show off a nice stack of shiny printed books (unless they literally are just for show, and not for sale).

When SWAG was first announced, several people discussed it as a stepping stone to becoming an Ace. While this is certainly an option, it's important to remember that once you've posted something on SWAG, you cannot later move it to DTRPG, so it becomes a bit of a dead-end for any product lines you plan to publish (if you put your setting book on SWAG, it'll stay there, and you won't be able to bundle it with any products you later publish on the main DTRPG store). Thus if you are planning to use SWAG as a stepping stone, I'd recommend using it for smaller standalone products.


Most Community Content programs are introduced as the sole means of commercial publication for a particular system, or at least offer unique options to offset the drawbacks (such as the DMs Guild vs OSR). However, Savage Worlds already had Aces (or "Official Licensees" as they used to be called) for many years, and they've contributed greatly to the success of the system. PEG obviously didn't want to drive them away by forcing everyone to use SWAG.

However, as things currently stand, it's much better to be an Ace rather than a SWAG publisher. This isn't necessarily a bad thing if PEG wants SWAG to serve as a stepping stone to Ace status, or as a fallback for those who can't become Aces, or for those who just want to dabble with some very basic self-publishing. But if the goal of SWAG is to become a viable alternative to being an Ace, I think it needs to offer something that Aces can't do -- perhaps PEG could open up two or three settings (even if they start with something small like Evernight). I've seen people publish on the DMs Guild because they wanted to write for Eberron, and I'm sure that even some Aces would use SWAG if it allowed them to write for Deadlands or 50 Fathoms! Licensed IP settings like Rifts and Lankhmar would obviously not be possible, but Pinnacle has many fantastic settings of their own.

SWAG is currently far more limited than a DTRPG publisher account in terms of tools and options, but OBS is actively improving the interface (they recently added the option to generate discount links, for example, which is an extremely useful tool that I'd missed a lot when I started using SWAG). So I believe that some (if not all) of the drawbacks I listed above will be addressed in the future, particularly if OBS see that lots of people are actively using SWAG and pushing it to its limits.

Monday, 27 May 2019

Savage Worlds: Fantasy Archetypes

I've been incredibly busy with real life stuff lately, but I finally had the chance to finish my first product for the Savage Worlds Adventurer's Guild (SWAG), and I uploaded it last night.

I'm still getting up to speed with the new edition of the rules (SWADE), so I tried to keep my first product fairly simple. I also wanted it to be both versatile and polished so that it would appeal to a wider audience, and give a good first impression.

It's available here: Fantasy Archetypes

The PDF contains eight pre-generated characters based on "traditional" fantasy concepts (warrior, mage, cleric, rogue, ranger, paladin, druid and necromancer), complete with background story and Interlude suggestions (much like my SotGH archetypes). The characters are designed to be easily adaptable to a range of different settings, so they're built with just the core rules, and refer to places and people in general terms (a coastal city, an influential nobleman, etc) rather than by specific names.

But as is often the case with my products, there are also some special features...

Male and Female Characters

Something I often noticed when running SotGH was that some people have a very strong preference for playing characters of a specific gender. In some cases, they will use this to select an initial shortlist, which can seriously limit their choice of available characters.

So I decided to try something a bit different with the Fantasy Archetypes, and gave each character both a male and a female version. The idea is you can print the PDF double-sided, and players can choose their character based entirely on the concept, then just flip the character sheet over to the appropriate side.

I considered creating an entirely different character for each gender (e.g., a male warrior that uses a sword and a female warrior that uses a spear), but that could have undermined the main point of the exercise, as certain concepts would once again only be available for one gender.

Selectable Character Ranks

A while ago I saw a set of archetypes from Pinnacle where you could use layers to choose between Novice and Seasoned versions. I thought it was a great idea, so when I updated Savage Dragons I did the same thing (except I also added Veteran). I didn't think more about it until recently when someone asked if there were any Seasoned versions of the SotGH archetypes.

So for the Fantasy Archetypes, I decided to take the concept a step further: You can choose between Novice, Seasoned, Veteran, Heroic and Legendary. In case anyone hasn't realized yet, this was also one of the main reasons I decided to create my SWADE statblock analyzer!

Of course, I also use layers for other things, so people can switch off the background before printing, or remove the character names (if they'd rather let players come up with their own). But the big selling point here is that there are literally five different versions of each character.

Figure Flats

Pinnacle often include a page of tri-fold figure flats at the end of their Archetype PDFs. It's something I didn't consider for SotGH, but several people have asked about them in the past, and I will certainly add them when I update them to SWADE. But for the Fantasy Archetypes, I decided to include a full page of figure flats, and I think they look really good. Forrest Imel (the artist) did a fantastic job with the character illustrations.

Tuesday, 16 April 2019

Savage Worlds: SWADE Statblock Analyzer

A few years ago I wrote a tool for analyzing SWD statblocks, after I got tired of proofreading them all manually. Last month I started updating it to SWADE, and took the opportunity to expand and improve the information it provides.

The tool is now pretty much finished, so I would like to thank everyone who gave feedback (particularly Jan Jetmar, who sent me lots of bug reports). There are most likely some bugs that I've missed, and the analyzer currently only supports the core rules, but it's still a very useful tool which I've already started using for my own products.

You can access it here: SWADE Statblock Analyzer

The tool is primarily designed for publishers as a proofreading aid, but may also be of interest to GMs and players. It is particularly good at analyzing player characters (including archetypes and pregens), but provides useful information about monsters and other NPCs as well. It's also very handy for updating SWD characters to SWADE, as it'll report obsolete skills and such.

Tuesday, 2 April 2019

Random Musings: Savage Worlds Lite, without changing the RAW

In SWADE, players can create their own skills (rather than just Knowledges like in SWD), and may use any skill they can reasonably justify for Tests and Support rolls. Dramatic Tasks and Quick Encounters also give players some leeway over which skills they use, at the GM's discretion, and the latter can be used to resolve combat and chases.

I could easily see this being used as the basis for a "Savage Worlds Lite" variant of the system, for groups who prefer Theater of the Mind style gaming. This wouldn't even require any changes to the official rules, it would just require the GM to use them in a specific way.

You could keep the core skills, but all the rest would be discarded (much like many settings drop certain skills, but taken to the extreme). Players could then make up appropriate skills to fit their character concept, and the GM could apply the Familiarization rule to water-down any overly broad skills.

The normal combat and chase rules would no longer be used -- instead, the GM would just use Quick Encounters, greatly speeding up play and removing the need for minis and battle maps. It would no longer be necessary to write down Pace or Parry, as they'd never be used during play, and technically you could even ignore Toughness (as Quick Encounters cause wounds rather than damage, and even rules like Mass Battles and Networking only cause Fatigue).

Some Edges and Hindrances would no longer have any effect if you never used the combat rules, but they could either be dropped or factored into the Quick Encounters in a more abstract way. Of course, once you've got guidelines for interpreting Edges and Hindrances in an abstract way, you could also allow players to make up their own, potentially eliminating the need for laundry lists of predefined advantages and disadvantages -- but then you're starting to move into homebrew territory.

Monday, 11 March 2019

Tricube Tales: A "One Sheet" RPG System

A couple of months ago I posted a link to a minimalist RPG I was working on called "Tricube Tales". After playtesting and incorporating feedback (with special thanks to Eli Kurtz and his players), I've tightened up the rules and hereby present the revised system, with a simple "One Sheet" layout (two pages, designed to be printed on both sides of a single sheet of paper).

Download here: Tricube Tales

Like my earlier Blood & Bile system, Tricube Tales has player-facing mechanics, with the players rolling 1-3d6 against a variable target number. However, it doesn't use color-coded dice (one of the main entry barriers for Blood & Bile). Instead, the number of dice is based on the character's Archetype, which consists of a trait (agile, brawny or crafty) and concept (warrior, pilot, investigator, etc).

The "Dark Gifts" and "Assets" from Blood & Bile have been converted into a generic "Perks" concept, while the "Curses" have been merged with the Karma-fueled "Flaws" concept from Swift d12, and are called "Quirks". Instead of a dice-pool to represent health (which was a great fit for the Blood & Bile vampire theme, but not so good for other settings), Tricube Tales uses a Resolve/Affliction system loosely inspired by Blade in the Dark.

Overall I'm pretty pleased with the final product, but I do feel it could use better examples. The mechanics are nice and simple (and fairly easy for the players to understand), but the capabilities and limitations of Perks often come down to personal interpretation and GM discretion. This is fairly intuitive for people who are used to systems like Fate or Risus (both of which provided some of my inspiration) but may prove problematic for others. I feel the system could easily be turned into a small book, with expanded guidelines and lots of examples. But that's a project for another day ;)

Example Characters

I'm a big fan of the plug-and-play adventures by Just Insert Imagination, and I think they'd be an excellent fit for a very light system like Tricube. So (with their permission), here are some quick character conversions for Fuhgeddaboudit! and Punted in the Bonce, showing how to retain the flavor of interesting characters despite the simplicity of Tricube Tales.


Michael “the bull” Savini
Archetype: Brawny Thug
Perks: Iron Will, Fruschetti Mobster, Scary
Quirks: Big Mouth, Clueless, Dyslexic
Gear: Revolver, Machete, $50

Jimmy Cobetto
Archetype: Agile Cugine
Perks: Acrobat, Thief, Fruschetti Mobster
Quirks: Green, Overconfident, Stubborn
Gear: Revolver, Switchblade, $240

Jovanni “Big joe” Bartolone
Archetype: Brawny Bruiser
Perks: Boxer, Strong as an Ox, Fruschetti Mobster
Quirks: Clumsy, Mean, Overweight
Gear: Revolver, Sawed-Off Shotgun, $100

Luciano “Puppy” Rizzi
Archetype: Crafty Conman
Perks: Gift of the Gab, Nose for Trouble, Fruschetti Mobster
Quirks: Cowardly, Compulsive Gambler, Vengeful
Gear: Brass Knuckles, Ruger, Tommy Gun, $30

Paulie “Pops” De Luca
Archetype: Agile Old-Timer
Perks: Ace Driver, Street-Smart, Fruschetti Mobster
Quirks: Anemic, Elderly, Delusional
Gear: Baseball Bat, Revolver, $250

Punted in the Bonce

Shifty Geoff
Archetype: Crafty Lout
Perks: Alert, Really Sneaky, Largument Expert
Quirks: Greedy, Extremely Annoying, No Sense of Loyalty
Gear: Replica Pistol, Swiss Army Knife, Photo of Daughter

Massive Steve
Archetype: Crafty Salesman
Perks: Ace Driver, Gift of the Gab, Intimidating
Quirks: Arrogant, Snob, Chain Smoker
Gear: Replica Shotgun, Cricket Bat, £500, 5 Cigars, Lighter

Archetype: Crafty Housewife
Perks: Hotty, Keeps Herself Fit, Manipulative
Quirks: Attention Seeker, Holds a Grudge, Spiteful
Gear: Replica Pistol, Handbag, £200, Chewing-Gum

Archetype: Brawny Boozer
Perks: Fast on his Feet, Ex-Navy Officer, Veteran Blagger
Quirks: Loves to Armwrestle, Overconfident, Stubborn
Gear: Real Pistol with 3 bullets

Archetype: Agile Psycho
Perks: Gift for Violence, Natural Brawler, Scary as Heck
Quirks: Vicious, Obsessed with America, Dog Lover
Gear: Switchblade, Can of Cola, Replica Revolver

Wednesday, 27 February 2019

Savage Worlds: World Builder and Game Master's Guide

The World Builder's Guide for Savage Worlds was released last night, and it includes my article "Turning Ideas into SWAG". The article covers some of the same subjects I've explored in my setting design blog posts, but it's more detailed and comprehensive, going through the entire process from start to finish, with lots of tips and advice.

If you backed the Kickstarter, you should have received your copy of the guide by now, so if you're considering publishing your own setting (or perhaps some other product) through the Savage Worlds Adventurer's Guild, make sure you check out my article!

Of course, there are plenty of other articles as well. Here is a short overview of what else you can find inside the World Builder's Guide:

World Building: Provides some general tips and information about creating your own settings, adventures, and Plot Point Campaigns.

Savage Worlds for All Ages: Jodi Black talks about how to prepare and run games for players of different ages, including multigenerational games.

Risks & Reversals: Owen Lean explains how to design exciting adventures and campaigns, using examples of how famous movie scenes could be reproduced in the Savage Worlds system.

High Powered Games: Tracy Sizemore covers power levels and game balance and gives some suggestions on providing interesting challenges for the players.

Building Your Tribe: Chris Fuchs and Chris Landauer share their experience of organizing games, clubs, conventions and events, including how to be a good GM or player at a convention game.

The Long Game: Shane Hensley talks about the history of Savage Worlds, with a particular emphasis on the evolution of Deadlands, and how he kept the story fresh and exciting.

Under the Hood: Clint Black takes a look at the underlying game mechanics, provides suggestions on building interesting characters, and gives some advice about tweaking and adapting the rules.

There's also an "Anecdotes" chapter, containing some shorter articles:

The Art of the Celebrity Con Game: Ed Wetterman shares his experiences and tips about preparing and running convention games.

A Foundation of Crunch: Shane Hensley gives a fun anecdote about a Weird Wars Rome game where the rules helped reinforce the narrative.

Running the Big Game: Sean Patrick Fannon talks about how he plans and runs games with very large numbers of players.

Designing a Savage Investigation: John Goff gives some valuable insight into designing and running investigative adventures.

Common Sense: Shane Hensley reminds GMs and players to use common sense when interpreting the rules.

Failure is Always an Option: Darrell Hayhurst talks about how to make critical failures interesting, and avoid derailing the game with them.

Bennies: Shane Hensley discusses the importance of the Benny economy, and provides some suggestions on how to keep things running smoothly.

House Rules and Ringenbach’s d30: Shane Hensley and Ron Ringenbach talk about experimenting with the rules, using Ron's d30 house rule as an example.

Savage Streaming: Jordan Caves-Callarman gives insight and advice about live streaming games and building an audience.

Saturday, 16 February 2019

Printing your own Savage Worlds softcover

The final revision (EDIT: version 5.4) of the Savage Worlds Adventure Edition has now been released. The PDF version can also be printed for personal use, so some savages have started looking for different ways to print it themselves. I generally prefer using PDFs, but a few people have asked me how they could print the PDF through Lulu, so I thought I'd look into it.

Even those who have already ordered the physical book may want a cheap and expendable softcover for use at the table, where the occasional beer, coffee, or soft drink may get knocked over during the excitement of combat!

In an earlier blog post, I provided step-by-step guidelines for printing Saga of the Goblin Horde through Lulu. Unfortunately, the Savage Worlds PDF is not "print-ready" -- it's designed for screen use, not for Print-on-Demand. As such, you will need to make some adjustments before you print it. I've previously explained how to create print-ready PDFs through Scribus, but it's not as easy when you're working with a finished PDF.

The four problems with printing the Savage Worlds PDF through Lulu are (1) low resolution (it's designed for the screen rather than for printing), (2) no bleed, (3) it uses layers, and (4) there is no gutter. The low resolution isn't something that can be addressed, but I don't think it's a major issue (if you want a high-quality book, you should buy the hardcover from Pinnacle).

If you're lucky enough to have a copy of Acrobat Pro, you should also be able to remove the background layer from the Savage Worlds PDF (so the background appears white instead of textured). Do this if you can, it'll make the end result look better because Lulu will add a white bleed area as the default. Sadly I don't own Acrobat Pro, and couldn't find any other way to remove the background, but I'll update this blog post if I find a solution.

UPDATE: As rgmelkor on reddit pointed out, it's possible to hide the background in Acrobat Reader and then print to PDF. This does indeed generate another version of the PDF without a background, although the PDF is very large, and (at least for me) some of the pages get rotated by 90 degrees. However, this does provide a way to remove the background without Acrobat Pro (just make sure you set the paper source to the PDF page size, so that it maintains the same page size).

UPDATE 2: I found a tool called "PDF Architect 6" which allows you to simply switch off the background layer and re-save the PDF. You only need the free version, and you can download it here.

There are a couple of free online tools you can use to deal with the remaining issues: iLovePDF and docuPub. The latter offers better compression and can also remove layers, but it has a 20MB limit on uploads, so we'll need to split the 27.5MB PDF with iLovePDF before we can flatten it.

Flatten the PDF

The first thing we want to do is remove the front and back cover, and then flatten the remaining PDF, so that it can be processed by Lulu.

1. Click here and use iLovePDF to split the Savage Worlds PDF into four files. Click "Select PDF file", add the 4 page ranges "1 to 1", "2 to 100", "101 to 209" and "210 to 210", then click "Split PDF" and download it. When you unzip the folder, it should contain 4 files:

UPDATE: It's been drawn to my attention there was another update to version 4.2 of the PDF on 10th February. It didn't change the version number, but did add a blank white page after the cover (bringing the total page count to 211). If you have this version, discard the blank page when you split up the document (i.e., set the ranges to page 1, page 3-100, page 101 to 210, and page 211).

UPDATE 2: Version 5.2 of the PDF has added another blank white page at the end, bringing the total page count to 212. For this version, set the ranges to page 1, page 3-100, page 101 to 210, and page 212.

Front cover: Savage_Worlds_Adventure_Edition-1-1.pdf
First half: Savage_Worlds_Adventure_Edition-2-100.pdf
Second half: Savage_Worlds_Adventure_Edition-101-209.pdf
Back cover: Savage_Worlds_Adventure_Edition-210-210.pdf

2. Click here and use docuPub to compress Savage_Worlds_Adventure_Edition-2-100.pdf at the highest possible quality. On the "Image Settings" tab set the quality to 100, 100, 10. Then click on the "Discard Objects" tab and check the "Discard hidden layer content and flatten visible layers" checkbox. Choose the file, press "Upload & Compress", then once it's finished compressing click the "Savage_Worlds_Adventure_Edition-2-100.pdf" hyperlink, press the download button at the top of the page, and save over the top of the old file.

3. Repeat the previous step for Savage_Worlds_Adventure_Edition-1-1.pdf and Savage_Worlds_Adventure_Edition-101-209.pdf, and once again save them over the old files. Savage_Worlds_Adventure_Edition-210-210.pdf can be skipped.

4. Click here and use iLovePDF to merge Savage_Worlds_Adventure_Edition-2-100 and Savage_Worlds_Adventure_Edition-101-209 back together (ignore the other two files). Click "Select PDF files" and add the two files, then click "Download merged PDF". Rename the file to "SWADE.pdf", and double check that you put the two halves together in the correct order.

Create the Cover

We now need to prepare the front and back cover, which should be JPG images.

1. Click here and use iLovePDF to convert Savage_Worlds_Adventure_Edition-1-1.pdf to a JPG. Rename the file to "Front.jpg", you will also need to crop and/or resize it to include a bleed area. If you're using the A5 page size I recommend, the cover should be 1787x2555 pixels.

2. Repeat the previous step for Savage_Worlds_Adventure_Edition-210-210.pdf, and rename the file to "Back.jpg".

Add the Gutter

This is where it gets a bit tricky. You can't simply "add" a gutter margin, because it'll change the proportions of the page. So the solution I recommend is to resize the PDF to A5, as this will change the proportions of the page and therefore leave a white area on one side that we can use as a gutter.

1. Click here and use docuPub to resize SWADE.pdf to A5, placing the original content in "right-center". Click "Upload & Resize" and then save the result as "SWADE_odd.pdf". It should have a white gutter margin (a blank vertical strip/area) down the left side of each page.

2. Repeat the previous step, except this time place the original content in "left-center". Click "Upload & Resize" then save the result as "SWADE_even.pdf". This time there should be a white border down the right side of each page instead.

3. Click here and use iLovePDF to split SWADE_odd.pdf into individual pages. Click "Extract all pages", then press "Split PDF" and download the file. Unzip the files, and delete every even-numbered page (i.e., file 2, 4, 6, 8, 10, etc) so that only the odd-numbered pages (1, 3, 5, etc) remain.

4. Repeat the previous step for SWADE_even.pdf, except this time delete all the odd-numbered pages, so that now you have one folder with odd-numbered pages and another with even-numbered pages.

5. Merge the two folders (from the previous two steps) together. If you receive a warning about a duplicate file, then you've messed up and forgot to delete one of the pages. If the total number of files in the new folder is not 208, then you've messed up and deleted a page you shouldn't have. You need to be really careful to make sure you get this right!

6. Click here and use iLovePDF you merge all of the pages back together. Make sure they are ordered correctly. Save the merged PDF as "SWADE_A5.pdf". Note that you will have to do this in two stages if you have the free version of iLovePDF, as it has a limit of 120 pages at a time, so merge the first half into one PDF, the second half into another PDF, and then merge the two PDFs together.

7. Open SWADE_A5.pdf and go through it thoroughly, page by page. The first page (and every other odd-numbered page) should have a white gutter margin down the left side, while the second page (and every other even-numbered page) should have a white gutter margin down the right side. The total PDF should be 208 pages, and you should check once again that they're in the correct order.

UPDATE: iLovePDF no longer allow you to merge more than 20 pages at a time. This makes the above process even more laborious, as you'll have to merge the entire book together in sections and then stick the individual sections together as well. The solution does still work, but it requires a lot of effort. Fortunately, I've found a much easier alternative.

3 (revised). Download and run jPDF Tweak, check the "Multiple file input / Select pages" and "Interleave documents" checkboxes, and load SWADE_odd.pdf and SWADE_even.pdf -- set the former to only include odd pages, and the latter to only include even pages. Click the "Output" tab (top right), set the output filename to SWADE_A5.pdf, and press run. Check the resulting PDF to make sure the pages are in the correct order.

Tip: An easy way to check the gutters are correct is to click "View", select "Page Display" and then "Two Page View" (using Acrobat Reader), as then you can see at a glance if the gutters are the inside of the pages:

Look at the above image, and you can see the white gutter margin in the middle of the two pages -- it's on the right-hand side of the left (even-numbered) page, and the left-hand side of the right (odd-numbered) page. The page numbers are on the outer corners of each page, while the gutter margin is on the inside of each page. This ensures that the text doesn't disappear into the binding of the book, as that would make it difficult to read.

UPDATE: If Acrobat is showing the odd pages on the left (so the gutter margins are displayed on the outside), select "View" -> "Page Display" -> "Show Cover Page in Two Page View".

Print your PDF

At this point, you should have Front.jpg, Back.jpg and SWADE_A5.pdf files. You can follow the same guidelines I posted here to print your book through Lulu, except the product size will be A5 and the number of pages is 208. Lulu can sometimes have difficulty processing very large PDFs, so you may have to try a few times. If it still doesn't work, try using iLovePDF to compress the PDF (at the highest compression quality).

UPDATE: A few people have reported having trouble processing the SWADE PDF on Lulu. Shenchermo from reddit had this problem as well -- but found it finally worked after using iLovePDF to compress the file at medium compression.

I recommend going for a premium A5 perfect bound black-and-white softcover for £4.57 / $5.41 / €5.96 + shipping (so look out for one of Lulu's "free shipping" special offers). You will receive some warnings about the image resolution when you upload the PDF, and there will be a white bleed area around the page, but that's the price you pay for doing this on the cheap!

It should also be noted that A5 has the same proportions as A4, so if you're one of those people who prefers a larger book (perhaps because of the bigger text), you can easily resize the PDF and covers to A4 instead of A5.

UPDATE: I decided to print myself a standard color version, as well, as I noticed Lulu were offering a 15% discount with free shipping. It cost me $9.65, and while the resolution isn't great and the colors are rather faded, I think it's pretty good.