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Don Early
Attended Pacific Lutheran University
Lives in Bellingham, WA
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Don Early

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I run a session every other week, and my game has 9 players. While I've managed it okay, that size of a group is really hard to do the best storytelling. Combat in any system with that many players takes forever of course. I don't get to see these people very often, so it's nice to get together and have fun, but we don't get too much accomplished in game and I'm concerned about making sure everyone gets their time to shine.

I know that the obvious answer is pare down the group somehow. But I'd like to know how you folks run large groups. This is a modern action/horror setting based on the Fate systems. The party is a covert team that works for a secret organization that fights monsters (very similar to Monster of the Week, or MHI). Would love all ideas/insights.
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Mike Pureka's profile photoDave Sherohman's profile photoDon Early's profile photo
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The system we're playing is based off Fate Accelerated. Not a super problem regarding mechanics and opportunities to be effective. It's that it's still 9 players all trying to do stuff. I think my biggest struggle has not been initiative, but creating a story that hits on each of the players so they all have an interest.
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This is it. The final DG Game Night using Hangouts on Air. Jimmy McMichael will DM the final session, as we play Demon Hunters: A Comedy of Terrors! A story that's been brewing since Episode 1 now comes to a head.

What is Demon Hunters: A Comedy of Terrors? This is the roleplaying game where the world is our world with one caveat. Every religion, every tradition, every urban legend, every creepy monster story... it's all true. The world is filled with dark terrors that want to eat you. Good thing there's a secret organization that's existed for thousands of years to fight the horrors of the night: The Brotherhood of the Celestial Torch, aka, "Demon Hunters". As players in this game, you play a team of Demon Hunters fighting the ridiculous evil to protect the so-called innocent. A kind of "Agents of Shield" meets "Supernatural", with the comedy of "Army of Darkness" or "Ghostbusters".

If you want to buy a copy, you can head over to:
www.demonhuntersrpg.com

There's also downloads, including character sheets, links to other episodes of DG Game Night, and all our Demon Hunters videos.

WHAT'S NEXT?!

We don't know yet. We're taking some time to think on the format, how YouTube Live works, as well as other possible solutions like Twitch.
Thanks all for watching. We hope to be back with an even better show.
This Hangout On Air is hosted by Dead Gentlemen Productions. The live video broadcast will begin soon.
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Live
FINAL DG Game Night: Episode 20
Fri, September 9, 9:30 PM
Hangouts On Air - Broadcast for free

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Don Early

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We'll go over the adventure, fill in the gaps, maybe spec out a thing or so, and refresh anything regarding the rules. We'll also go over how to introduce the game and what will be expected for each session at Gen Con.
This Hangout On Air is hosted by Don Early. The live video broadcast will begin soon.
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Demon Hunters DM Training for Gen Con 2016
Mon, July 18, 8:30 PM
Hangouts On Air - Broadcast for free

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Don Early

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The Shadow Prepares for the CampaignA First Look at the upcoming, exclusive episode entitled "The Incident".The Shadow is plotting. He's biding his time, sending his minions forth to gather information around the realms. The endgame is coming, and it's time to prepare.In The Gamers: Dorkness Rising, Mark and Lodge have coffee discussing Lodge's problems with running his current campaign. During that scene, Lodge asks Mark to join the group, and M...
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Don Early
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Characters, Worlds, and Actual Play  - 
 
As an example of what you can do with Stunts and Aspects, here's my character for the upcoming DG Game Night
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I made sure to move everything out of the way so I can watch you guys game live.
Ain't no party like a DG party.
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Don Early

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Twitch fans, and Twitch users... anyone running virtual Fate games? I'm investigating some options for DG and I'm not sure how to solve keeping track of Aspects/Free Invokes on a virtual game.
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Don Early

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This would be so much cooler if Star Trek hadn't just used the same song.
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This Hangout On Air is hosted by Don Early. The live video broadcast will begin soon.
Q&A
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Live
Gen Con DH Mission Prep
Sat, July 23, 11:00 AM
Hangouts On Air - Broadcast for free

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We have come up short on DMs at GenCon. We are offering a 4-Day GM badge and some swag if you can join the team.
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And if you know folks that would be willing, that's also helpful.
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  FOR IMMEDIATE RELEASE July 11, 2016 Dead Gentlemen Productions & Zombie Orpheus Entertainment announce the Kickstarter for their new joint project The Gamers: Episode 1 – The Shadow Menace. BELLINGHAM, WA – On July 5th, 2016, Dead Gentlemen Productions…
FOR IMMEDIATE RELEASE July 11, 2016 Dead Gentlemen Productions & Zombie Orpheus Entertainment announce the Kickstarter for their new joint project The Gamers: Episode 1 – The ... Read More
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Jimmy McMichael's profile photoDon Early's profile photo
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Right?! WTF?
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Here's my position: Pricing a PDF at 50% of MSRP means the publisher, in the most common sales contexts (DriveThru for PDF, distribution for physical items), gets about the same payout regardless of format.

Therefore — for me at least — that sort of pricing strategy means that I'm consistently selling the content at about the same price, and everything beyond the content that the customer (and middleman) pays for is packaging for that content.

So if that's the case, what's the market value of the content on a product? About 1/3rd of its physical format's MSRP. That means that about a third of a PDF's price (assuming 50% of physical MSRP as its price point) is for the format & hassles & sales cost of providing that content in PDF. Meanwhile, with a physical item, about 2/3rds of its price is about the packaging, the plastic, ink, and paper that makes it something you can hold in your hand and not have to plug in a separately purchased electronic device to enjoy.

If you're curious as to how I got to that approximate assumption, here's the math, cribbed from a comment I recently wrote (which is a repetition of something I've written months before, I'm pretty sure).

Say you have a product with physical copy priced at M, and your PDF is therefore priced at .5M.

On DriveThru, that .5M is faced with a 35% cut (5% less if you're exclusive); you're gonna get 65% of it (tho you can increase that a little if you make a regular habit of using your referral code every time you link to your stuff there). .65 * .5M = 0.325M.

In distribution, you sell your physical book with an MSRP of M to the distributors at .4M (60% discount) most times. You're often in a setup where you're also paying some of the costs of getting the product to the distributors, as "must order a minimum of $X in order to get free shipping" deals are common in such transactions. So .4M is your cap. It's not too much of a stretch to imagine that transactional and transportational costs could reduce that from .4M to something close to 0.325M.

So, conversationally, a good general estimation is that any established publisher that's in reasonably wide game retail distribution and sells their PDFs on the premiere PDF retailer for games at 50% of the MSRP of the product is, regardless of the format, bringing in gross revenues of about 1/3rd of the MSRP of the physical book.

This should also illustrate why direct sales by the publisher to the customer are still attractive and important.

A PDF sold direct to a customer at 0.5M is going to bring nearly 0.5M to that publisher, which is about a 50% increase in unit sale revenue vs. DriveThru.

And physical items remain the king here: if you sell an item direct to a customer at M, it's going to bring nearly M to that publisher. Even factoring in unit manufacture costs (which if managed smartly only come to 0.2M at most) you're in great shape as a publisher making that sale, representing a 100% or greater increase to unit sales revenue.

Kickstarter is chock full of direct sales, which means that publishers get a lot more $ per sale than they normally would, which means they can cover a lot more of their costs and shore up risk factors much better. It just costs the publisher about 0.1M to do that, which still leaves a lot of M for the pub.

Even reward tiers that sell direct to retailers at 0.5M do better for the publisher, leaving him with about 0.45M per sale, which is at least 10-12% better than selling to that retailer through distribution.
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  • Pacific Lutheran University
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