Some Kickstarter Observations: Turning Away Customers

Recently, Adam Jury wrote “Pricing that punishes late adopters discourages late adopters. Hey, discouraging customers kinda sucks.” This got me thinking about Kickstarter—specifically why I chose to support one wildly successful project instead of another.

Keep in mind here, I have only worked with Kickstarter as a patron; my perspective is it’s akin to a pledge drive. In exchange for my support, I get stuff: more support; more stuff. With game development (and possibly others—I have only looked at game funding), several projects have additional patron rewards that are issued if the funding total goes over certain thresholds. This is completely awesome for patrons that have already pledged: I get extra stuff. But these threshold rewards aren’t for me. They’re to motivate people that are on the fence to pledge.

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Monster Hunters

A while back, Rob Donoghue wrote a clever little mashup of the television show Supernatural into the Cortex+ game based on the Leverage television show. (Original posts are on his site, under the Cortex tag. Start your reading in late January, 2011.) Supernatural/Leverage sounded like one of the games I would like to run for my group, and–having just upgraded to CS5.5 and wanting to sharpen my InDesign skills–I started compiling the notes on Rob’s page, slightly reorganized it and started putting it into a rules document. Alas, our Dresden Files game went on longer than expected and it looks like our next game will be more of a sci-fi horror game, so I wound up putting Monster Hunters on the back burner. Here it is, slightly cleaned up for your downloading pleasure. I am sure I will return to the document at a later date to really spruce it up, but for now, here’s Rob’s game in PDF form: Monster Hunters: A Supernatural hack of the Leverage RPG

The BattleTech DMG: All The Cards

Well, well, well. This has been a curious exercise. Worked on a design problem for a little while, did up some basic rules for a fictional game, heeded the call and clamor for a real game based on the graphic design, and here we are, just about a week and a half later. I’ve got a date with the IP holders for this project, a proof of concept proto-game (ur-game?) to show off, and la de da, my dance card at GenCon is filling up. Want to see the contact sheet for the cards? Sure you do!

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