• 11 Things All Failed Kickstarter Projects Do Wrong

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    Hi, if you don’t know me, my name is Paul Roman Martinez. I’m an artist, illustrator, and designer. I’ve run three successful kickstarter campaigns in the comics and tabletop games categories, and I’m in the middle of my fourth: The Flight Deck Playing Card series.
    http://kck.st/1fnEcbq

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    In putting my projects together, I’ve done research into hundreds of campaigns, following them from start to finish, trying to analyze what works and what doesn’t so I can implement those strategies into my own projects. Here are a few of most common mistakes I see people make that hopefully you can avoid. I’ve seen amazing projects fail because they missed a few of the simple things listed here. While no one can guarantee success, I can promise a better chance of reaching your funding goal if you fix these issues in your next project!

     

    1) Poor Thumbnail

    It may seem like a small detail, but the thumbnail image is the key to the project. It is the first visual representation of your work. Imagine it this way: Food companies put millions of dollars into developing their packaging so that their boxes stand out on a shelf amongst dozens of other boxes. Just like someone pushing a cart through an aisle of groceries, people are scrolling through crowded pages full of projects waiting for something to catch their eye.

     

    • Here’s What You Do:
    Go to kickstarter and browse the section you want to be listed in. Take a screenshot of the projects when they’re all listed on a page together and pick one to photoshop your project thumbnail over. You will use this photoshop image to design your perfect project thumbnail. Adjust the color and layout so that the most distracted browser can easily spot it amongst all the other thumbnails. A good project thumbnail is interesting but also tells people at a glance what they are backing.

     

    2) Poor Project Title and Subtitle

    If you managed to get a browser’s attention with your thumbnail, the next thing they’re going to look at is your Title and Subtitle. This is the only text they can see through the browsing page and will contain the most important keywords for the search function. What is your project? What themes does it contain? You have to ask yourself what things your potential backers are looking for. I’ve seen—even experienced—project creators mess this up. I saw a project creator who had made about 8 different projects, many of which went over $100,000 and one over $500,000, decide to go with a simplified title. It was only a couple words and didn’t really explain what the project was. I think he was hoping to tempt people to click the link by being mysterious; I guess he figured after grossing close to a million dollars total on his projects, he could start taking some risks. Well, the project did not show up in any of the standard searches his previous backers would be making. I went to the forums exclusively for fans of the type of product he makes, (I’m being cryptic here about their product, can you tell?) and no one was talking about him. It was like a secret campaign no one knew about and it received a tiny fraction of his previous project’s funding.

     

    • Here’s What You Do:
    Go to kickstarter and find someone making something like yours. Get specific. Are you making a space themed comic book? Search “space comic book.” Are you making an Old West themed tabletop game? Search “Old West” in the tabletop games section. Do this a lot for a lot of different keywords. If you do it enough, you will start seeing some repeats at the top. Those are the people who, no matter what search terms you used for “space comic book” or “Old West tabletop game,” have figured out a way to show up. That’s what you need. And do this while the project is running as well. Don’t be afraid to change what’s not working. If you’re producing an Old West game that features horses prominently, for example, and halfway through you realize you’re getting a lot of equestrian fans because of your fully painted horse cards, then throw some keywords in for them. Mention horses in the subtitle! You do not want a single Old West fan to miss your project because you forgot an important key word in your subtitle or main title.

     

    3) Unclear Description of the Product and the Goal

    This one should be easy. You know exactly what you need the money for, so your backers should know too, right? Well I see people screw this one up more times than I can count, especially in the comic book section!!! I know you want to tell us what your book is about. I know it has a great story arc involving a Sci-Fi post-apocalyptic future with robots that transform into steampunk zombies to fight off the coming of Chtuhlu (that’s my next project; don’t steal it). But you need to put at the top of your project in clear letters in less than two sentences what you are actually making. Is it a comic? How many pages? What dimensions? Color or B+W? These things should be there at the very top. Is it a tabletop game? How many players? How long does the game take to play? What ages? What does it come with?

     

    • Here’s What You Do:
    Come up with a new elevator pitch for your project. I know you’ve spent months honing the perfect two sentences to describe the plot of your book or your game, but now you need the perfect two sentences to describe what you are doing with all your awesome backers’ money! And then, hit return twice and start writing your plot summary.

     

    4) No Prior Fan Outreach

    If a tree falls in the forest and no one is around to hear it, does it make a sound? If a project launches on kickstarter and you have no fans and maybe 150 facebook friends, does anyone notice? People are always asking me how to get more backers to see their projects—how to get more pledges. Well the real work to reach backers can start over a year before you launch. The best way is to build up your social networking presence. You start posting development pictures early. If you don’t have development pictures, start a pintrest with pictures of projects similar to yours. Whatever you do, just start it early. If you set up a facebook page two weeks before your project launches and hope your project will go viral because you want it to, then you’re out of luck.

     

    • Here’s What You Do:
    Start connecting on every social media network you can and start early! Learn how the different networks work. Getting traction with a post on Reddit is totally different than getting traction on Facebook or Pintrest. But most of them start with a great image. Take the best image you can and start pimping that around. If it doesn’t take off in one section, wait a few days and try again with a different set of keywords or a different way of phrasing your heading. Look at what topics are trending in the Reddit sections for your type of project. How did they do it? The social networks change so often that there is not a single one I would recommend over the others. I can tell you right now, though, that you can get just as much attention with some great keywords and well placed pictures as you can with paid ads.

     

    5) Not Explaining Why You are Qualified to Produce this Project

    Maybe the art looks great; maybe the game looks great; maybe it all looks awesome. I’ve seen a lot of projects like that. Then I look at everything that is going into them and the amount of money they are looking for and I think, there’s no way this one person can pull this off. Depending on the scope of the project, you might need help. People are giving you money for a product that doesn’t exist yet. Now that Kickstarter has gone mainstream, there are tons and tons of people on there who think they can make money quickly with a project and then they’re in business. It takes a lot of skill to produce a good book, and it takes a lot of different types of skills to produce a great tabletop game. I tell people that self publishing my own tabletop game felt like sending five books to the printers at once. Every piece has to be prepared differently. Each part has a separate template and set of die lines and a different set of materials for you to sample and decide on. And all of this has to be done on a deadline.

     

    • Here’s What You Do:
    Do your homework and then TELL people you’ve done your homework. Tell them about the hours you spent on forums getting feedback on your design. Tell them on your page about different printing techniques you’re researching. And also, make a mockup. Get into photoshop and manipulate an image to look like the cover of your book or game. Yes, maybe the game or book isn’t done yet, but you need to be able to get your backers to picture it.  And if you can’t picture it, how will they?

     

    6) Not Enough Art on the Page

    Both comic books and tabletop games are very visual mediums. Yes, they contain a lot of writing and gameplay, but what sells these mediums first? The visuals. Unless I’m looking at a project to review it, I usually don’t watch the videos for the projects I back. That’s right–I just skim the page. If I like it, I’ll back it. I’m sure a lot of people use Kickstarter this way. I’ve seen projects that have awesome videos but their pages aren’t filled in. That just doesn’t hook me. Did you know there are tons of people on Kickstarter who have backed a hundred projects or more? These power backers are on there every day, commenting on projects and reading updates. The video is a small two-to-five minute portion of the project experience. When pages aren’t there, or closeup of card artwork isn’t present, the whole project looks suspicious.

     

    • Here’s What You Do:
    Put some pages up. Sounds easy enough, right? But you’d be surprised. Put up some images with character bios if your comic is new; they don’t have to be long. Create some headers for sections of your pages in photoshop. Create some visual breaks in the product page. For tabletop games, you’re going to need multiple videos. One for gameplay, one for artwork, and maybe one for unboxing if you have a good demo. They don’t have to be long or super awesome, they just have to exist.

     

    7) Not Enough Interaction with Backers

    Yes, I’m sure there have been successful six-figure projects that only did three updates and made two or three comments on their project pages, but these are not the norm. When I look at a great product and try to figure out why it didn’t get funded I immediately look at the comments and the updates. In the comments section, people can voice their frustration about a project, ask questions, or just say good luck. And the updates section is a great way to keep backers up to date and let them know you are working your ass off to create an awesome project.

     

    • Here’s What You Do:
    Make the first comment. Go ahead and do it. A lot of people are nervous and don’t want to be the first one to comment. Do it for them. Respond to every single comment. Do it; why not? Of course, if you get a super backer commenting a lot, you can always wait and respond to a couple at a time. But respond! Let these people know you are there if they need to ask or say something. And post an update every two to four days. There is no excuse for running a thirty day plus project and only having 3 updates. Is your project so boring you can’t think of a single new thing to say about it?

     

    8) Not Treating the Kickstarter like an Event

    This sort of goes along with comments and updates. What is a kickstarter campaign? For some it is a new and strange thing, like going to senior prom stag. You don’t know why you’re there, and you’re not going to talk to anyone. For others it’s become a routine part of business, and they have it down to an exact and very boring science. I’ve launched four projects for three very different products with three very unique fan bases. I’ve had the luxury of learning a whole new world with almost every campaign. If you want your kickstarter to be an event, then you need to make it an event.

     

    • Here’s What You Do:
    You bring the party. Find reasons to create updates and find reasons for people to read them. Yes it is great to thank people, but who wants to read twenty updates filled with you being thankful and humbled by the support. Offer them new information. Show them pictures of you doing game testing. Show them pencils for pages in progress. Update them on manufacturing details, like receiving samples. If you can, save some surprise rewards to unleash during the project, especially during the dog days in the middle. Go to kicktraq.com and look up some succesful projects. Every one of them has a slump in the middle where they may even lose money. But good projects find a way to get new backers during those days. I have looked at projects with a spike in the middle. And everytime I see a spike, I can trace it back to the day it happened, look at their updates, and sure enough, it’s because they announced some super cool new feature about their projects. And no, I’m not just talking stretch goals.

     

    9) Confusing Pledge Levels

    Some projects by nature will end up with a lot of different pledge levels. My playing card project almost doubled in pledge levels when I introduced some new limited edition decks. It can’t always be helped. But I have seen projects where I can’t even tell what pledge level the physical book comes in! If I have to spend more than three minutes reading the same three pledge levels in my price level over and over again to figure out which one comes with what, then I’m going to just move on to the next project.

     

    • Here’s What You Do:
    Write all of your pledge levels out on a document. Make sure you’re using the same nomenclature for rewards across the board. That means if you have a 1 Screenprinted T-shirt reward offered, don’t call it a t-shirt further down the page because you got tired of capitalizing the “T.” If you write the rewards the same way every time, it will make it easier for your backers to see what new items are popping up in later reward levels. If you can, make a graphic for all the reward items and show reward tiers visually. Not every project will have the space for this, but if you do, visual representations of levels can go a long way.

     

    10) Missing or Poor Video

    There is no excuse to have a project with no video. Almost everyone has a phone with a camera on it, so when I see a project with no video, it just looks lazy to me. Or it looks like they’re not very serious about the project. The video is a great place to get on the screen and talk a little about what you’re trying to accomplish. If you have no video, then you just missed an opportunity to humanize your project and put a face to all the hard work people are seeing.

     

    • Here’s What You Do:
    Make a video, or get someone to make it for you. It doesn’t have to be long. At it’s simplest, it can be you sitting in a chair in your office describing what your goal is. From there, the sky is the limit. You can overlay artwork from your book or show yourself drawing a page. Time lapse drawing videos are always popular. If you have a tabletop game, you need to show gameplay. You just have to—there’s no avoiding it!

     

    11) Confusing or Incomplete Shipping

    Did you know a kickstarter can raise all the money they need and still be a complete failure? We’ve all seen plenty of projects that ran out of money and couldn’t afford to ship the products to their backers who helped pay for it. Don’t be that person. If you don’t raise the funding you need, you can always re-launch a project and try again after you make some tweaks. But if you fail to deliver, or worse yet, deliver to stores and not your backers, then you may never get to run another crowd funding campaign again.

     

    • Here’s What You Do:
    Get a scale. They’re cheap! Go do it. Package up some stuff that is the size of the product you’re making. Go on google maps and look up the address of a Starbucks at the farthest point in the country you are in and estimate shipping. Then, find a Starbucks in France or Australia (two of the most expensive countries for me to ship to from the United States) and estimate shipping to those addresses. Also look up Canada. If you live in South Florida or Southern California like me, then shipping to Canada can be just as expensive as shipping to Great Britain. And make sure whatever surcharge you place on shipping you explain to your backers. If you’ve done your homework and priced everything out properly,m then you shouldn’t have much to explain. You can just say, I checked the prices, and that’s how much it costs!

     

    So there you have it—11 ways to keep your crowdfunding campaign from failing. I guarantee that if you follow these steps, you will have an interesting campaign that will at least entertain some backers along the way. Whether or not you will make a profit, well, I can’t guarantee that!

    -PRM

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    Categories: Art, Comics, Design, Tabletop

    35 thoughts on “11 Things All Failed Kickstarter Projects Do Wrong

    • PRM19XX says:

      Thanks for reading, if you have any comments post them here!

    • Caleb Child says:

      Thank you; this is one of the best articles on the subject I have read. Very informative and also with lots of information I hasn’t really thought about.

      Number four is definitely something I hadn’t thought about. I hope I still have time to make that happen…

      But I have a comment about number 10. You talk about putting a face to your project. I somewhat disagree, and I kind of want to talk about it further. Certainly it is different for every project, but I think the video should focus on the PROJECT, not the creator.
      A video that is just the person talking about the project does not seem like one that seems very certain. We want to see the goods, we want to see what we are supporting. Show us the game, show us the comic, show us us the goods!
      Do people really relate to the face in the project? I would wager that a voice-over can humanize the project just as well, and keep the project duly focused on what is being produced.

      I do not question that a video is essential, but a bad video can sink a project worse than no video.

      • Hellsvien says:

        Like he mentioned… Most of these projects have nothing to finished, hence the whole reason for kickstarter. Most people have jobs and no time to dedicate to the project before it has launched… So how are they going to “show the goods”?.

        • PRM19XX says:

          I spent over a year producing my first graphic novel while working a full time job so that I would have something to show people. You can go to kickstarter with a few character sketches and a cover, but I think it greatly improves your chances if you have something ready to go to print.

          • Hellsvien says:

            I can agree with that. I could write the story side for it while working, maybe on the weekends. As for the sketches they will take me a lot of time. So you think that if I get at least one copy done, even if it is a draft it will be better?

            • PRM19XX says:

              I think so! Because you will learn so much doing that draft. Things you can’t learn from just thinking about doing a comic!

    • PRM19XX says:

      Thanks Caleb! It’s interesting how often people throw a project up and just hope it will somehow go viral. #4 is a big one, since most projects get the bulk of their funding the first three days and the last three days the rest of the time you will be relying on fans to help spread the word.
      As for the video, I don’t think I’ve ever seen a video that made me not want to back a project. If I decided not to back it was probably due to some other factor. I like to just make sure there’s a real human being behind the project who is not worried about attaching their face to it. But you’re right you don’t have to actually show up in the video to put a face on it, even hearing a voice lets people know you’re a real person!

    • delphina2k says:

      Great article, and best of luck with your current project! I just ran my first successful Kickstarter campaign for my comic, and my next is going to be for a tabletop board game, so I really appreciate the duality of this subject! I can handle something small like a book, but I’ve seen game stuff REALLY take off, and as an artist, I’m not 100% confident that my financial skills scale up into the truly big $$. Who do you look for to help out with managing a bigger project like a game when you get more money than you can handle?

      • PRM19XX says:

        I checked out your project, I love the Reggie statue! Who do I look to to help me? Well no one really. Probably the most valuable resource for me is comic book conventions. I walk the floor and when I see something cool I ask a million questions about it. I get some great information that way. I think you’re right about financial skills and projects scaling up. I know people who have earned between $100,000 and $500,000 on projects and had zero profit to show for it after. That’s not right! Send me a PM and I can give you some pointers on getting your game made.

    • A guy says:

      I would add one more to this, although it is touched on in #3 and #9 – Make sure (triple-check) all of your costs and allow for any unexpected expenses. I was part of Kickstarter for a game component, that when the mfg in China demanded extra money to assemble the rewards, and project creator could not afford the extra expense. But they could not let backers know why things were so late until they received the parts months later for fear the factory would hold them for ransom. As a result, they ended up shipping close to a year late, and you had to assemble yourself, unless you were willing to wait additional months for the project creator and friends to assemble! I also witnessed a clothing Kickstarter, where if everyone of the leather bandoliers (with limited quantities) was backed, it would not meet the funded stage! Needless to say that one didn’t get funded, once the creator realized they needed to redo all of the costs. Amanda Palmer did one of the best Kickstarters for detailing the exact breakdown of where the money was going that I have encountered.

      • PRM19XX says:

        You’re right, mistakes in underestimating expenses can really bring down a project. And it creates a lot of “Successful Failures”, projects that got their money but still couldn’t deliver. But that problem is not unique to kickstarter or Indiegogo. Anyone self publishing or starting a business has to actually do that math, then redo the math, and get multiple quotes. I see a lot of projects like the bandoliers you mentioned where I know they lost money even if they made their goal. Of course some people have their own money to put into production and are only looking for the last bit they need to go to print. I know this was the case with me on multiple projects. I paid for the first half printing deposit with my own money and then used my kickstarter funds to pay for the second half. Although I wouldn’t recommend that route for everyone! You have a lot of room to store product and an outlet to sell it later.

    • Andres Salazar says:

      Hi, Everyone, I’ll chime in. my name is Andres Salazar, I’ve contributed as a writer on thecomicstarter.com and I will have to agree with Paul on the important of the spokesperson role in a crowdfunding project. I’ve personally ran 2 kickstarter projects (my third, SpaceBear is launching on St Patty’s day!) and for me and my experiences, people want to connect with a creator as much as have a good product. Yes they want something professionally done, but from the face to face time I’ve had meeting people who backed my comics, the personality of the creator and that interaction is important to them, that’s why fun creative updates are critical as well as a good video. My 2 cents. You basically need it all, plus a large dose of luck! Good luck to all you creators, I love Kickstarter!

    • Ray Chou says:

      Great article, Paul. It’s very generous of you to be sharing your insights to everyone out there.

      • PRM19XX says:

        Hey Ray, thanks! I just reviewed your project actually. Looks good, I really like how you set everything up.

    • Karolina says:

      I think people over estimate social media. Look at the most funded comic books — from over a million dollars on down. Social media is what your fans should be doing to promote your work. If you’re spending all your time on social media you’re not doing much at all.

      • PRM19XX says:

        I think for most people 50,000 to one million dollars is going to be out of reach on their project. It takes a lot of luck, press coverage, and yes you’re right, it takes a ton of other people sharing your project for you. On the shallow end of the pool where we’re hanging out, you can do a lot on social media yourself to get to the 5 thousand to 25 thousand range. Even then, it takes a lot of luck and skill to work social media properly. Those skills are beyond the scope of this article and I’m sure other people have covered it better than I could already!

    • GozerTC says:

      Wow much of this mirror’s my own article over at http://www.Kickstarter-conversations.com Great minds think alike I guess. :)

      Good job!

    • Johnathan Wright says:

      I would put “Prior Fan Outreach” at #1! I only got 1/3 of my backers through Kickstarter itself. Everything else came from pounding the pavement, working through Twitter and Facebook.

    • Silvia Noguera says:

      Hello! Awesome information. Thank you very much Paul. My project is live now, wish I would prepare it even more with a time. Still I will use some of your advices. Thank you for sharing!

      • PRM19XX says:

        Hi Silvia, I looked at your project, I think you did a lot of things right but as Mr. Wright says below Prior Fan Outreach can be a difference maker.

    • Brian K says:

      Excellent article! Pretty much touched upon most of the things that bug me about some Kickstarter projects, especially the issue with the thumbnails.

      There is nothing like surfing on Kicktrac and seeing dull and awkward thumbnails for projects with excellent artwork.

    • Patrick G says:

      I would add that with your video you really need to frontload the trailer, graphics, visuals, gameplay etc as much as possible, show off the cool stuff before people move on, then once you hook them you can go into more detail. You will have a better chance hooking someone at the one minute mark than at the five minute mark.

    • Michael McNeill says:

      I’d like to add my appreciation to the list. I’ve backed a dozen kickstarters and almost every one of them was being run by someone I was already familiar with. Now, I’m considering running my own campaign to raise the money for producing a set of action figure playsets, so your analysis and advice in this article have been very helpful to me. I’ve built our campaign up on Kickstarter as a preview for my (rather geographically dispersed) team to reference, as well as to point people toward during “Point 4” – prior fan outreach.

      I think one of the biggest challenges *I* have to be mindful of, as I coordinate this campaign, is making sure we have people who can and will deliver on their assigned tasks. Are they technically skilled to accomplish the mission? Can they learn? WILL they learn? That’s where we are right now.

      In the meantime, we are building “name recognition” and a fan-base with smaller projects we can manage, trying to make as many of them as we can point customers and potential backers toward our future project.

      Thanks again for taking the time to share your insight.

      • PaulRomanMartinez says:

        You’re welcome and yes you’re right. When you start having people do tasks for you they are both a benefit and an added possible hurdle if they don’t deliver.

    • Tibcina says:

      Oh, and when calculating shipping, don’t forget to calculate the boxes/packaging you are shipping in, and possibly add some for ‘there was a price hike between when project funded and when I started shipping things’.

      • PRM19XX says:

        Yes, for people who don’t know, you can safely assume shipping will go up at the beginning of every year.

    • A fantastic article, thanks! I’m an artist who’s making the jump into designing table-top board games, with an eye towards a kick-starter in the not too distant future. Information like this is incredibly helpful.

      In my instance, since this will be my first project and I don’t have much of a following just yet, I’m looking at completely finishing the game and getting a physical prototype made up. Do you think that will help in terms of people trusting a potential kick-starter?

      • PRM19XX says:

        Yes, it is practically a mandatory expense. Having a physical prototype really helps your play testers get a feeling for the full game you are trying to make. Good game art will help pull people into your game. The game crafter is a great place to produce prototypes at an affordable price.They are print on demand so you can print one, test it for a while then make changes and print it again.

    • Nick Ryan - BattleAxe says:

      Here, here! Good show.

    • Davy Wagnarok says:

      Really great read! I know I’m coming into this three months late but I thought I would chime on some of the Kickstarter no-nos you mentioned here, and they pertain to my analog card game, N30N City RUMBLE (https://www.kickstarter.com/projects/davywagnarok/n30n-city-rumble), which is running into the ground on Kickstarter as I write this.

      I was off to great start, raking in 18% of the funding goal by Day 2 and Kicktraq predicting that the project would get 146% funded. I was thrilled. But at 8pm on Day 5, the pledges LITERALLY stopped coming through the door. Why? Why, I kept asking myself. I did everything right.

      Look at my Kickstarter page. It’s one of the best-looking, funnest project pages ever conceived. This isn’t boasting on my part. I spent the better half of three months drafting and reconstructing that page. Every graphic and piece of text has been touched or edited in some way, and the page was cross-examined by many KS “experts” off of TGC, Crowfunding.org and marketing aficionados on dA.

      I have 100% confidence in the product I have created. From the art down to the mechanics… it is a fully-functioning, original, and beautiful looking game thanks to WILDE Rudy and GENZOMAN. Speaking of GENZOMAN, we have a celebrity on our team, who has worked on similar titles such as Double Dragon NEON and River City Ransom: UNDERGROUND. I even nabbed some decent press along the way, mainly because of my virtual tutorials and free PnP.

      So what could possibly be happening? Well, if we go by this article, I have really only failed one of the tacs on this laundry list: #4. (though my video isn’t the best, at least it doesn’t focus on ME). It may only be one mark against me, but it’s probably the biggest mistake you could possibly make, besides making a terrible game or pulling a Phil Fish on the wrong internet troll.

      I labored intensely for eight straight months making NCR a reality. I don’t mean that I spent a couple hours here and there, either. I mean, I quit my shitty day job and lived off of a small inheritance while dedicating approximately 1,300-1,600 hours creating NCR from the ground-up–card arts, templates, PR, websites, storyboards for the video, graphics for the Kicktstarter–EVERYTHING. Much more talented artists than myself came into the picture later once I had my third prototype ready to go.

      I don’t know what to tell you other than this: Kickstarter is an elite club, and if you don’t have the clout or money to throw into your campaign… I’m sorry but I don’t care how good your game is, cos your effin toast! James Mathe and I argued about this on his FB group, but I now realize he was right. Because of my stubborness to learn the labyrinthine site known as BGG, I flatly refused to join its ranks. And now I am suffering for it!

      All would-be analog game developers need to believe me when I say this:the time to act is eight months ago. You need to get on BGG and
      establish a persona there and shake as many digital hands as you can.
      But be warned: they will crush you. BOARD GAME GEEK IS YOUR BEST FRIEND AND WORST ENEMY. I say all this because I’m only now getting into the BGG scene and it has been a roller-coaster experience.

      You see, BGG isn’t an elite group like Kickstarter. It’s a tribe. And if they like you, they will carry you to the end of your life’s journey with unquestionable loyalty. But if they don’t… you are meat. And they will not only destroy your reputation, but they will eliminate you from the gaming scene outright! This means you won’t have a demographic to target you come back with your next KS project. This almost happened to me… luckily I involved an Admin who stifled the flame before the thirty or so trolls could piss all over my name.

      I digress. I just thought I should warn newcomers of the risks involved for putting yourself out there on BGG. Because get this. You wanna know why I was treated with such disdain? Why I was called a “failure” and “a laughing stock”? Because I posted a pic of my game in the wrong thread, asking for people to check out my Kickstarter page. It was my first post ever on their site. *_*

      So, while 4 is most important, be careful how you approach the internet as an individual. Other than that your fate is in Lady Luck’s hands. I’ve currently paid almost $400 in ads and haven’t got one pledge since then. Guess maybe I’m doing something else wrong… well, hopefully I didn’t waste my inheritance and 8 months pursuing my dream! lol. We’ll see what happens. Sorry for the long-winded post. I… needed to get this out of my system.

    • Chelle Destefano says:

      Thank you sooo much! This was perfect for me to read! It confirms much of what I had thought for quite some time. Thank you for taking the time to write this for us

    • Chelle Destefano says:

      Also another thing I should mention is, what about the ones that limit shipping to their country only instead of offering international too? There are ways of doing the shipping as affordably as possible in some cases. I know the postal companies around the world have become greedy and upped their prices, so use couriers as an option as some are now becoming more affordable these days

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