So, as we described in Part 1 of our series, it’s possible to be published in the wargaming industry with an established firm, but let’s say, for whatever reason, be it the rejection of your idea too many times or just wanting to be your own boss, you decide to self-publish. Self-publishing is a whole new frontier out there that can be lucrative, but you are your own publisher and marketer. It’s all on you whether your project rises or fails. So, what goes into it, and what are the pros and cons of going this route? ‘
I speak from experience, as I’ve published my own small wargaming endeavor, Red Star, White Lights, and it sold reasonably well, considering the subject matter. So, take a stool and listen to someone who’s had a bit of experience here.
Why or Why Not Self-Publish?
Why does anyone self-publish? Usually, it’s the allure of being your own boss and putting your own idea on its merits. Sometimes, it’s because, for whatever reason, you’re finding it hard to break into the market via a traditional game company (trust me, it took me years to get any kind of break on EITHER side of the Atlantic, so I can sympathize). Sometimes, you do submit something, but the company goes under or just can’t publish it. All these reasons can lead to self-publishing.
The pros of self-publishing are straightforward:
- Being Your Own Boss – This is a big allure of everyone who self publishes. You get to decide what form your project takes and how you bring it to market. You’re your own arbiter. Or, at least, that’s how it’s supposed to work. The truth is, no writing project is an island. My wife is a huge help to me. She edits my works and is a great sounding board for ideas and so on. Friends are also part of that network, not to mention playtesters. The list goes on.
- A Chance to Take a Risk on Something that Hasn’t Been Tried Before – Let’s face it, with the margins in the wargaming hobby these days, many game companies are pretty risk-averse when it comes to their product lines. They go with what works, and why not? They’re mostly small businesses who have payroll and expenses to take care of? Who can blame them? But military history has a ton of niche markets nobody’s making figures or games for (or at least very few!) But in self-publishing, your overhead is low, so you can take tons of risks.
- The Idea That There Are No Gatekeepers – This is a big allure. Lots of people want to write and many write well, but they cannot get past the traditional game companies for a host of reasons, not all of them good or bad. Sometimes, it just comes down to timing. If you write a game or a set of rules on the War of 1812 when the American Civil War is big, then you probably won’t get picked up. It is what it is.
- It’s Ready When It’s Ready – You get a chance to dictate your project schedule and make the product the way you want it and release it when you want it.
Now, the cons:
- The Fact Is, You’re On Your Own - While there are tons of resources for authors in the self-publishing genre, there’s little specific info focused on the self-publishing side for wargaming. That’s not to say there are no resources, and it also helps to know and talk to people who have done it before.
- Heads Up! There are Still Gatekeepers – Look, I don’t criticize sites like Lulu and Wargames Vault for taking a piece of people’s sales for a chance to get published. They provide some nifty tools to track your sales, and they do a lot to help you realize your dream. But, they’re going to take a cut of your sales, sometimes as much as 30%. However, it’s better than trying to do it all yourself.
- If You’re Shy, This May Not Be for You – One thing someone doing the self-publishing route cannot be is shy. If there was one rule I learned when I was marketing my own foray into Self-Publishing: Always Be Marketing. Be generous with the review copies. Take the reviews (even the bad ones) as instructive and do better on the next project. But put the effort in. It will pay off.
So Where Do I Self-Publish
The good news is there are plenty of places online to do so nowadays. Lulu, Wargames Vault, and Amazon come to mind immediately. Pay close attention to their standards and terms for what they’ll publish and how much of a cut they will take from your sales. Print copies get more expensive, and the standard for what gets published is a bit higher. It’s why I tend to release my self-published endeavors via PDF. And that leads us to…
Do I Publish Via PDF or Dead Tree?
Both have advantages. PDF is cheaper, easier to work on electronically, and a lot easier to release when the time comes to go to market. But everyone loves physical books, and you can charge a bit more for the dead-tree format (because it’s going to cost you more to make these books).
What Do I Need?
As a beginner? I’d say MS Word, Adobe Acrobat, or another PDF maker software, and a bit of an artistic eye for some artwork. As you get better, some layout software (Like Adobe InDesign or something cheaper) is probably a good idea.
Also, be a good proofreader and/or have one available. As a smart man once told me, “It’s not the writing that’s hard, it’s the re-writing.” I, on average, go through 10-15 drafts of a project before I think it’s ready to release.
You also need a circle of loyal playtesters, people who are going to playtest the product, be diligent about it and give you good feedback. Don’t release a pile of untested, unedited drek. You’re putting your name and reputation on it. Give a damn.
Finally, do some market research. Find out if anyone else has published what you have or something close. How much are they charging? What kind of sales are they doing? How does their product look compared to what you’re doing? There are a ton of variables here. But do the legwork. You’ll be glad you did.
Conclusion
It’s a big leap to self-publish, but if you can navigate the tricky waters out there, it’s well worth it to put something out and see it for sale, or better yet, as a glowing review in one of the British Glossies. I know I had that happen to me. In the end, don’t let anyone discourage you. Put in the work and make it happen. But believe in your idea. If you don’t, no one else will.
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At Epoch Xperience, we specialize in creating compelling narratives and provide research to give your game the kind of details that engage your players and create a resonant world they want to spend time in. If you are interested in learning more about our gaming research services, you can browse Epoch Xperience’s service on our parent site, SJR Research.
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(This article is credited to Jason Weiser. Jason is a long-time wargamer with published works in the Journal of the Society of Twentieth Century Wargamers; Miniature Wargames Magazine; and Wargames, Strategy, and Soldier.)