Don't Forget To Tip Your Game Designer
A bit late for New Year's Resolutions but I've decided mine's going to be to donate a little money to the game designer every time I enjoy an indie tabletop game.
So this week I sent $4 to +Joe Mcdaldno
for a kick-ass session of Monsterhearts (http://buriedwithoutceremony.com/monsterhearts/
) with +Cheryl Trooskin-Zoller +Jay Loomis +Emily Ryan
and +Jess Downs
, and $4 to +Meguey Baker
for a kick-ass session of 1001 Nights (http://nightskygames.com/welcome/game/1001Nights
) with +postworldgames jim pinto
, Andy Ernst, and Diana Stoll.
Because indie tabletop games are one of my favorite things. If I had to give up videogames or indie RPGs I'd give up videogames in a second, no contest. So why do I spend so much more money on videogames than I do on indie tabletop games? Oh yeah, because they're really hard to monetize. They don't have paywalls or pay-to-win and you can't gift your friend a cow. Patreon and Kickstarter are a start but they're not enough.
And that means some of the best game designers in the world don't make enough money to quit their day jobs and spend more time making us great games.
Anyhow, I figure I play maybe 8 games a month. So for about the price of a World of Warcraft subscription I could donate $4 to a tabletop game designer every session I play.
Which isn't that much... it won't make that much of a difference...
Unless everybody started doing it. Hint hint. It's easy. Even if you can't find a tip jar on their website you can still easily find their e-mail address and PayPal them some money. Or you could buy one of their cheaper PDFs. Over and over.
Heck, I often spend $10 on beer and snacks and gas and parking just to play a tabletop game. Shouldn't the designer see some of that?
And if $4 seems too steep how about $1? If everybody at the table did it that would be something. Considering right now we typically only have one or two people at the table who have even bought the pdf...
And when you do it, tweet about it too. Because that'll help build up some social proof, encouraging other people to do it, and maybe we'll someday get to the point where indie game designers can make enough to live on...