11 years, 175 projects: Kickstarter noodling

Back in 2016, after 5 years of backing Kickstarter projects, I wrote one of my favorite Yore posts — a personal sniff test for what I back and why (or why not). I missed the golden opportunity to do a 10-year version of that post, but today I’m writing the 11-year version instead.

Kickstarter projects I’ve backed from 2011 to 2021 (look at that correlation between the pandemic and backing stuff that works well from home)

Kickstarter has changed a lot in the past six years. I still primarily use it for preordering RPG stuff, so that’s generally the lens through which I view it — and the RPG community and industry has also changed a lot in the past six years. Those changes have affected how, whether, and when I back stuff on Kickstarter. (Here’s my Kickstarter profile.)

Notes on data neepery

The chart above doesn’t quite match my full list of backed projects (184), since I don’t count projects I backed for $1 unless I later upped my pledge, and there are a couple other uncounted oddballs. It’s also a bit fuzzy in some places; for example, I count most dice projects as “RPG,” because I tend to buy dice to use during play, but not all dice projects. “Other” also isn’t a super-useful category, but it reflects my approach to Kickstarter: I rarely go there planning to back anything but RPGs or board games, but comics and movies/TV have a small but significant throughline so they get their own buckets. But for getting a big-picture view, this chart is more than accurate enough.

It was also a pain to create, because at some point Kickstarter stopped foregrounding when a project funded. It used to be on the main page for each project; now you have to scroll through updates until the funding date appears. In my cynical view, this is because seeing projects which funded years ago but still haven’t delivered could scare potential backers — and revenue — away from other projects.

By the numbers

Of the 175 projects that made the cut to be included in my chart, 62 are things I wish I hadn’t backed for one reason or another. That includes a few projects that never panned out (though I don’t believe their creators intended them to be scams), and a few campaigns that were run quite poorly — but the bulk of those 62 are projects I wasn’t excited about anymore once they arrived.

With success defined as 1) the project delivers and 2) I’m excited when it does, my success rate is about 65%. That’s quite a bit lower than my success rate for purchasing RPG products at retail, which is probably closer to 90%, but it’s about the same as my success rate with board games. I’m generally an enthusiastic person when it comes to RPG stuff; I want to be excited about new games. But this tells me I should back 2/3 as many RPG projects in 2022. Of course, picking the right 2/3 is the real trick!

Revisiting my 2016 sniff test

The star of my 2016 list is the maxim that still applies with the most force in 2022: Have your shit mostly done. I stand by everything I said about this one in 2016:

This mainly applies to gaming books, and comes back to skin in the game. If all you have is an idea, whoopdedoo. I have lots of ideas, everyone has lots of ideas, fuck your idea. Write the damned book. If you can’t invest capital, invest time and energy and then start the KS. I make rare exceptions to this rule for people/companies whose work already lines my shelves; I know they’ll deliver.

Past Martin, 2016

Here are the maxims from my full 2016 list, with 2022 notes:

  • No board/card games: This remains my initial position when I run into a board game project that looks like fun. I consider an unplayed board game a failure on my part (unlike unplayed RPGs), but my track record has improved — and these days, so many major publishers use Kickstarter that I’m generally just preordering a game I would have preordered somewhere else in the past.
  • No FC0B: I’ve softened on this one for zines, since the investment is usually ~$10 and it’s a great way for new creators to get into publishing. But outside of that, this one holds up.
  • No at-cost fulfillment: No longer a factor. Shipping is such a fuckfest, especially during the pandemic, that I don’t care how a project plans to do fulfillment (unless they appear to have no plan for it at all). By all means, farm out your shipping and/or production and charge me for it later.
  • No spreadsheets: The only exception I can recall making is for Car Wars 6th Edition, because that project was understandably massive (and worth it). So this one has held up well for me.
  • No paid autographs: I can’t remember the last time I even saw a paid autograph option in a project, so this is largely irrelevant these days.
  • There must be a print option: It’s complicated. In 2016 I barely used RPG PDFs, but in 2022 I use them almost exclusively (and have for several years). If I’m going to preorder something, though, it’s almost always because I’m excited about it enough to give it shelf space, and/or the use case for it benefits from print (RPG modules, for example). I don’t get excited about preordering PDFs. And just to finish muddying the waters, I can’t remember the last time I saw a PDF-only RPG project.
  • Have your shit mostly done: 100%. I’ve taken chances on this front a couple times in the past five years, and they were mistakes. “Fuck your idea” is still a useful maxim.
  • Have actual risks and challenges: Kickstarter is such a known quantity now that I never even read this section anymore. I can generally tell whether a project is risky just from reading the rest of the project page.
  • Limited clutter: This is part of my holistic risk assessment, so it still holds true. Like some of my other 2016 guidelines, though, it seems to also be a lesson most creators have learned; I rarely see cruft in projects anymore.
  • Some sort of sample: Still true, but these days it’s basically universal for any project I’d even consider backing — so it’s kind of a non-issue.

2022 sniff test additions

As Kickstarter and the RPG and board game industries have changed, I’ve added to my sniff test.

Back sure things, unless they’re inexpensive

This is a corollary to “No FC0B,” I guess? I don’t need your game, so unless it’s inexpensive (e.g., zines) I’m not taking a flyer on your ability to produce it. So why not just wait for eventual publication, since I’m mainly backing sure things? Because I enjoy contributing to a project’s success and supporting creators, I like Kickstarter exclusives, and preordering is a convenience for me. Which brings me to…

Kickstarter is 100% a store for preordering stuff

Kickstarter itself has stepped further and further back from this over the years, insisting that it’s not a store, but it’s more of a store for preorders now than ever before. These days, I bet the list of established publishers who don’t use Kickstarter to sell preorders and generate hype for projects they’re already planning to publish is shorter than the list who of those who do.

Almost nothing is urgent

I can’t possibly play all the RPGs I already own in my lifetime, and I have enough board games. This means I don’t worry too much about how soon a project will deliver — although I do care if your timeline sounds reasonable, and isn’t more than about 12-18 months out. It also means that if I’m on the fence about backing something, I just won’t back it.

Follow people, don’t browse

I follow folks on Kickstarter who have similar tastes, make cool stuff, and/or consistently back projects I like, and by default I “follow” creators I’ve backed before. That’s where 85% of my backed projects originate. (The remaining 15% is 5% Twitter, 5% BoardGameGeek, and 5% occasional browsing/random emails from Kickstarter.) In 2016, Google+ was my filter, but I’ve never successfully replaced G+ in my life, so now I use Kickstarter’s own tools to accomplish something similar.

I don’t know if Kickstarter’s heyday is behind us, but nowadays it just feels like infrastructure: useful, but rarely exciting. My crystal ball says Kickstarter’s recent stumbles, including their response to unionization and the whole weak-ass blockchain thing, and the rise of itch.io and Gamefound (and probably other sites I’m not even aware of), certainly haven’t helped. And despite Kickstarter being — in my experience — a more solid source of projects I actually like when they arrive than it used to be, the bloom is off the rose. Kickstarter isn’t a cool new thing anymore. Instead, it’s just a part of the process; it’s one more store I visit.

And that’s not a bad thing. As a store, it’s generally worked out pretty well for me over the past few years. But will I care enough about Kickstarter as A Thing in five years to write a version of this post in 2027? I wouldn’t take that bet.

But hey, what the hell do I know — I’m the guy who gets 1/3 of his RPG Kickstarter purchases wrong despite 30+ years of figuring out what I like as a gamer.

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