Now that Intrepid is done and been on sale for about 3 weeks I feel like it is worthwhile looking back over how it all went, from start to finish, so this post is kind of long.
Intrepid started out being called Quest and it came as a direct result of me finally saying goodbye to GM’d games, including D&D. There have been plenty of games harking back to old school D&D but my ‘golden-era’ was in the 90s; when TSR were cranking out large elaborate campaign settings like Forgotten Realms, Dragonlance, Dark Sun and Planescape: adventuring was part heroic quest and part magical mystery tour.
Hi, I’m Ste C, and I’m new here; so I figure I’d best introduce myself and what I know about.
My knowledge of game design is somewhat fractured, being derived from a rather disconnected set of experiences, and ultimately it’s limited: I’ve never completed anything more complicated than a casual card game. While it’s a passion, it’s not a field of expertise.
What I have a better understanding of is Crowdfunding. While still limited, my knowledge is formed from practical experience, and is therefore (in my mind at least) a more useful thing to share.
Really gratified (and somewhat surprised) to see that my Adventure Environment for 13th Age has been downloaded nearly 600 times since release early this year. Given that I got it out there six months before the game itself became publicly available, I’m kind of expecting it to keep going now a wider audience is there.
Obligatory link. http://rpgtreehouse.files.wordpress.com/2009/06/knee-deep.pdf
Now, it is free, and under the fair use/fan policy I’m going to keep it that way, but I wonder how many I would have shifted if I had charged for it? My guess is that I’d lose 80% of that number if I’d charged even a pound. On a Pay What You Want basis? Who knows.