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Old 06-19-2020, 04:08 AM   #11
Ewan
 
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Default Re: Steve Jackson Games' GURPS 2020 PDF Challenge

You sold me with the Mini Cooper on the front of Action 6 Tricked Out Rides 😀
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Old 06-19-2020, 04:28 AM   #12
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Default Re: Steve Jackson Games' GURPS 2020 PDF Challenge

Will the updated Combat Cards PDF be a stretch goal ?
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Old 06-19-2020, 04:38 AM   #13
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Default Re: Steve Jackson Games' GURPS 2020 PDF Challenge

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Originally Posted by Celjabba View Post
Will the updated Combat Cards PDF be a stretch goal ?
No. The Combat Cards PDF has not been touched. The print deck, now up for preorder, is not an exact match for the PDF.

The two projects are unrelated.
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Old 06-20-2020, 01:01 AM   #14
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Originally Posted by Daigoro View Post
Not sure if those are real titles or made up ones...
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Originally Posted by Turhan's Bey Company View Post
Definitely real ones.

I mean, I did make up the title for mine, but it's going to be on the actual book, so it's real.
As Matt said, they are real - mine is anyways. :-)

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RPM probably really does need the How To supplement (It's a pretty hostile system) but I'm not sure it's the one I'd want first, most importantly because I don't see any reason to limit How To to a single volume.
It was fun to write. I hope folks like it.
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Old 06-20-2020, 02:37 AM   #15
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Default Re: Steve Jackson Games' GURPS 2020 PDF Challenge

Now over 300 project followers. GURPS players won't want to miss this, and every backer is going to want to share the project a lot, because more support = more goodies.

https://www.kickstarter.com/projects...-pdf-challenge
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Old 06-20-2020, 05:18 AM   #16
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Now over 300 project followers. GURPS players won't want to miss this, and every backer is going to want to share the project a lot, because more support = more goodies.

https://www.kickstarter.com/projects...-pdf-challenge
How long will it run for? Presumably a 60 day kickstarter would have more time to get more backers?
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Old 06-20-2020, 06:14 AM   #17
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How long will it run for? Presumably a 60 day kickstarter would have more time to get more backers?
I would never want to be involved in any Kickstarter campaign that ran that long. It would be a stressful, terrible experience that would cause a lot of problems. I'm not sure that many supporters understand how miserable an experience Kickstarter can turn into for the creators when a campaign runs too long.

We recommend following the project page to receive email notification when the project launches:

https://www.kickstarter.com/projects...-pdf-challenge
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Old 06-20-2020, 06:40 AM   #18
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It would be a stressful, terrible experience that would cause a lot of problems. I'm not sure that many supporters understand how miserable an experience Kickstarter can turn into for the creators when a campaign runs too long.
I've never run a kickstarter, how is it such a terrible experience?
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Old 06-20-2020, 07:02 AM   #19
DouglasCole
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Default Re: Steve Jackson Games' GURPS 2020 PDF Challenge

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I've never run a kickstarter, how is it such a terrible experience?
The period between launch and final is very stressful.

If it staggers out of the gate, the "will it fund or not?" wait is really hard. My latest TFT project wound up doing OK, but after a lightning-fast start, it took 3/4 of the campaign period to actually fund. That's time where you think to yourself "Geez, did I waste my time? Have I missed the market? Should I even DO ANY WORK if it's going to be wasted? If I hit F5 ONE MORE TIME will it magically jump and fund?"

If it rockets out of the gate and you fund on Day One, then you have [campaign length plus two weeks] to actually receive the cash. This is, admittedly, a better situation than the above, because at least you know the money's coming.

HOWEVER . . . if you have a lot of stretch goals, you have to wait and wait and wait to see what your actual workload is. Plus, you can't get TOO far ahead because you don't generally know your SKU count - how many of each item was ordered - until the end of the BACKERKIT/SHIPPING phase, which is anywhere from 2-4 weeks from campaign end, usually.

So basically it's a giant ball of horrible uncertainty, and the middle period between the first three days after launch and the last 2 days when the 48-hour notice goes out is ONLY useful and good if many folks are sharing the work beyond the campaign manager's immediate reach.

Otherwise, you're just sending updates to folks you've already reached . . . which is both necessary (because you want to keep up communication) and annoying (because the recipient is already convinced, so you really need to show stuff).

That's been my personal experience over nine projects.
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Old 06-20-2020, 07:20 AM   #20
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So basically it's a giant ball of horrible uncertainty, and the middle period between the first three days after launch and the last 2 days when the 48-hour notice goes out is ONLY useful and good if many folks are sharing the work beyond the campaign manager's immediate reach.
Which is a lot of why we are seeing more and more 10-day-or-so campaigns. That leaves less of the "someone put me out of my misery" time.
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