Showing posts with label SWAG. Show all posts
Showing posts with label SWAG. Show all posts

Wednesday, 25 September 2019

Savage Worlds: Pricing your SWAG

The Savage Worlds Adventurer’s Guild (SWAG) launched at the beginning of this year, and there have already been dozens of products released through the program, as well as a rapidly growing community of designers on the unofficial Savage Worlds Discord server. But one area that many people seem unsure about is pricing, so I thought it would be interesting to take a look through the SWAG releases and get a rough idea of their price/page ratio, much like I did for licensee products a few years ago.

It must be stressed that these figures have very limited value when viewed in isolation, because many other factors come into play -- the page size, the font and layout, the amount of artwork, the utility and complexity of the product, and so on. However, when combined and averaged, these figures can at least give you a feel for the sort of price range SWAG products typically sell for, and by comparing your product with other products of similar size and content, you can get an idea of what customers are willing to pay.

I should also stress that this post is not intended as a criticism of other people's pricing! There's quite a lot of variation between publishers, and I think that's great because it allows us to compare and optimize our strategies. In time, I imagine we'll see products start to align more closely in terms of price -- but SWAG is still relatively young, and it'll take time to establish a set of norms.


The 65 SWAG products listed above have a total of 787 pages for $122.71, which averages out at $0.16 per page. However, this figure is somewhat distorted by the larger PDFs, where the price/page is usually much lower. If we ignore the 5 highest and 5 lowest priced products, the average comes to $0.21 per page. Ignoring the 10 highest/lowest gives $0.27 per page, and ignoring the 20 highest/lowest gives $0.34 per page.

Note: I didn't include my Wild West Countdown Deck in the above list, as I price decks differently from books. Print-on-demand action decks typically sell for $10-$15, and I sell mine for $12. I sell the print-it-yourself PDF version for $3. More information about designing and selling decks can be found here.

My Pricing Strategy

My own approach to SWAG pricing has been to pick a nice round number that falls in the range of 10-20 cents per page, not counting the cover, credits, or table of contents. In the case of my Fantasy Archetypes, I also didn't count the duplicated pages (each character had a male and female illustration on a separate page, but the text was practically identical for both versions).

For larger books, I'd gradually reduce the price per page, to a minimum of around 5-10 cents per page. So for a 150-page setting book, for example, I'd be probably aiming for something in the range $7.50-$15.00 (most likely $10, that seems to be a sweet spot for many people).

Of course, I'm still trying to get a feel for different pricing and marketing strategies, so I may well end up changing my mind in a few months. But at least this gives me a rough figure to work with.

Free, PWYW, Pseudo-PWYW and Fixed Pricing

I've released a lot of free products in the past, as well as a couple of Pay-What-You-Want (PWYW) products. But over the last few months, someone has been vote-bombing all the free and PWYW products on DTRPG, damaging publisher ratings and pushing free/PWYW products down the search lists, so I've moved over to fixed pricing.

There is a middle ground though, something I keep meaning to try -- you can give a product a fixed price, but also upload the full PDF as a "custom preview", then in the product description invite people to download it for free or pay a dollar if they like it. Only those who choose to pay will be able to rate or review the product.

However, the most effective approach does seem to be a fixed price, and the SWAG guidelines even give some suggestions, noting that "the most successful price points are $1.00, $2.00, $2.95, $3.95, $4.99, $7.95, $10.00, $14.95, and $19.99."

Best Seller Medals and Hottest SWAG Titles

You may have noticed some SWAG products have a medal. These are awarded based on the total number of sales (including PWYW, as long as the customer paid at least 1 cent). It doesn't matter how much the customer paid, only that they paid something, so free downloads don't count. Note that an order containing multiple copies of a product only counts as one sale.
Copper Medal: 51+ sales.
Silver Medal: 101+ sales.
Electrum Medal: 251+ sales.
Gold Medal: 501+ sales.
Platinum Medal: 1001+ sales.
Mithril Medal: 2501+ sales.
Adamantine Medal: 5001+ sales.
By contrast, the "Hottest" lists are based on how much money your products have earned over time (based on the date they were first made public). This is why newer products tend to jump to the front of the hottest list, and then gradually slide back down. Whereas cheaper product might make more sales (and thus earn a higher medal), expensive products tend to do better in the Hottest list.

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.

Licenses

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.

Marketing

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.

Sales

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.

Distribution

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.

Summary

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.

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.