Archive for June, 2010

Why I Sold Indie Press Revolution

Monday, June 21st, 2010

The news is now out (see the press release linked below). I have sold the controlling stake in IPR to a company called DOJ Inc., the publishers of Hero Games. There was a lot of commentary about this when it was announced, and one of the main questions was whether it was a hostile takeover. It was not hostile. IPR is a privately held LLC and there is no way for anyone to buy shares that the owner does not want to sell. I was ready to move on from IPR and I found some willing buyers and we made a deal.

I founded IPR back in 2005 as an alternative to the fulfillment consolidators that were around back then (tellingly, almost all of these consolidators went bust in spectacular flame-outs in the years since). I had just published Bulldogs! and I was looking for a way to sell and market the game that wasn’t going to net so little profit it wasn’t worth my while. I’d been hanging around the Forge community at the time, and networking with some other local designers in the New York City area. One of these designers, a fellow d20 open game licensee, helped me develop IPR’s model and get it launched. We started with three d20 publishers (Galileo, Open World Press, and Blue Devil Games) and two Forge-inspired indies (Bob Goat and Adept Press).

From these humble beginnings I began to build the business, gathering over 90 publishers under the IPR banner and gaining several new partners along the way. IPR became one of the primary channels for small press producers to bet their books into the hands of fans and a recognized part of the game industry.

Throughout, I was the driving force behind IPR and always held a controlling share in the company. A bit over a year ago, however, I was starting to feel a bit burnt out on IPR. It really is a lot of work to keep a company going, especially when it is a side job as it was for me. I have a lucrative day job that I won’t be leaving any time soon, and after the first year or so, IPR took up all of my spare time. As the company grew, I hired a shipper to take care of processing and mailing my orders rather than spend my whole weekend stuffing envelopes in my attic. I also brought on customer service and eventual management personnel to lighten the load. Still, all of the decisions rested on me.

I originally started IPR in order to have a market for my game design, and after the first edition of Mortal Coil was published I found that I had no time for game design any more. I got into the hobby to design games, not to run a fulfillment business, and it became clear to me that it was time for me to move on from my role at IPR. The guys at DOJ already operated my warehouse, and they were doing more customer service tasks all the time. It seemed a logical choice to offer the company to them. They saw the logic as well, and we struck a deal which was recently closed.

I’m quite happy that to be moving on. I feel quite gratified that I was able to start a business and grow it into a great success. It’s not something I knew I could do, and now I know that I am capable of this. I will most likely never do something like this again. I plan on concentrating on my other business, Galileo Games, and this year has seen the aggressive monthly release schedule I hope to maintain. I’ll discuss my plans for Galileo in a later post.

For now, I want to let everyone know I am very happy and satisfied to be handing off the reins to DOJ, and I wish them the best of luck. I know that they will do a great job managing IPR, and I plan to be a client of IPR for the foreseeable future. I also have kept a few shares, so I will not be out of IPR entirely. It’s just no longer my sole responsibility, and that is a great relief.

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The New Campaign Frames for Mortal Coil

Thursday, June 10th, 2010

Last month I released Old Gods, the first in a series of what I’m calling Campaign Frames for Mortal Coil. The basic concept is to provide a quick start setting document that players can use to play Mortal Coil. I think that setting creation is one of the best things about Mortal Coil, but it can help to have a good example of a setting to start from, or if you are playing a one-shot game or a convention game, having a lot of the prep work done lets a group get up to speed quickly and spend time playing rather than building the setting in the first session.

The other purpose of the Campaign Frames is, frankly, to increase interest in the core rules of Mortal Coil. When I originally released the game in 2006, I had what I consider solid sales for an indie game release. I sold 650 copies over the whole life of the original rules release of Mortal Coil. That puts in the ranks of other indie successes like Polaris and The Shadow of Yesterday. I revised and re-released the rules last year to answer some of the problems in the initial printing, expanding the text by about 80 pages. I had hoped to get some repeat sales and attract some new players with the revised release. Sales have so far been more modest than I wanted, with only about 140 copies sold in about a year. This doesn’t count PDF only sales, to be fair. Including PDF, I’ve had a total of 215 copies of the revised rules sold. Not shabby, to be sure, but my goal is a bit more ambitious.

I got advice that it’s hard to sell a setting-less system, since there isn’t any fiction or world for potential players to latch onto. I’m not sure that’s an actual problem with Mortal Coil, but it might be one reason it didn’t do as well as I wanted. Toolkit games like Mortal Coil are a bit harder to sell.

I’d been thinking a bit about what to do to drum up a bit more interest in Mortal Coil, a game that’s been out there for four years in one form or another. I know a lot of indie games don’t follow the supplement model. The core rules deliver everything you need to play, and I do agree with the idea that any supplement that’s worth anything should deliver something that adds value to your play or it’s not worth producing (or buying). I had to determine if there was anything I could produce for Mortal Coil that was of sufficient utility to players. I came up with the Campaign Frame idea and decided to create a couple and see how they did.

So far, it has been a success. Old Gods has only been out for a few weeks, but I’ve already noticed a significant uptick in the number of people talking about Mortal Coil online. Like a lot of creators, I keep an eye on who’s discussing my games. That way I can participate in conversations or respond to criticism. Sales of the main book have also increased slightly. Based on this, the Campaign Frame idea is a success. I plan on releasing some more of these in the coming months. I’ll follow up on this post once I have more data.

I’m interested in comments on the concept or the information I gave above, feel free to give me some feedback.

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