From the
#RPGaDAY2017 challenge (
info here):
Share a PWYW publisher who should be charging more.
All of them.
Unless you're releasing some sort of "beta test" or art-free sample or promotional product (i.e. things that are usually given away for free),
folks should be charging money for their work.
If you've taken the time to create and publish a
finished project, you'd best be putting a price tag on it. Doesn't matter what price you decide on...if it looks really sucky, charge a dollar...but put
some sort of value on it. Because if
you don't value your own work, why should anyone else find value in it? And if you're not sure it's worth anything (because it's incomplete or has gaming flaws/holes), then you should probably polish it up to a point where you find it has value BEFORE you decide to publish it.
I am assuming this question refers to the many self-published independents out there putting electronic PDFs on
DriveThruRPG, and similar sites. Those are the folks I'M talking about. I've picked up a couple or five of these "PWYW" products over the years and can you guess how much money I put in that little box?
Zero. Zilch.
Nada. Every time.
If you won't value your work, why should I? Truthfully, I usually pass on anything marked PWYW, but sometimes I've heard something, or read some review, that piques my interest, and I'll download it (despite the quickly diminishing storage capacity on my laptop). And I never pay a thin dime. And I usually delete it from my hard drive, following a quick perusal. No skin off my nose, after all...I paid nothing, I lost nothing, and I have nothing invested in holding onto your work.
That's pretty f'ing terrible. If I pay for something, at least I'm likely to
use it, to
play it, at least
once...if only to get my money's worth out of the thing. And don't you want your games to be played? Isn't that why you're writing them? Or is it really just sheer vanity as you live off you trust fund, futzing around on your desktop publishing program?
Because if THAT's the case, why don't you get off your ass and do something
useful...like publish a newsletter organizing a grassroots movement to combat the bigotry and intolerance that exists in every American community, even now, in the 21st century.
Assuming you're NOT just writing "for shits & giggles," assuming you design games and game products because of
a deep personal need to do so, and that you're publishing independently because you can't afford to not keep your "day job" due to having a mortgage or family or pet that needs supporting...then you should
put a frigging value on your work. How long did it take you to write? A couple months? A couple years? How many hours of your precious, valuable time (remember, your days on this planet are numbered, you WILL die eventually, and every moment you're alive is a blessing)...how many hours did you put into your project? How much is your life, your creativity, worth on an hourly rate?
At least minimum wage for your locale, I'd hope.
Of course, I'm as guilty of undervaluing myself as anyone. My
Five Ancient Kingdoms has only netted my about $1700 in net profit (since 2013)...it is, by far, my poorest selling product. In Washington State, at the time I wrote it, minimum wage was $9.19 per hour, but my own employer paid me substantially more than that. Did I work less than 184 hours on the thing? Probably...probably more like 100-120 hours. But there was more to it than just writing: researching (Middle East myth, folklore, history, and culture), play-testing, layout, finding (public domain) art, driving places (printers, shops), packaging the thing (a couple hours figuring out the shrink-wrap machine), marketing it (minimally...mainly blog posts), dealing with the post office...all those things take time. Plus all the stress, arguments, and headaches such a project can cause with the non-gamer spouse. All that adds up....and the $1700
profit I've made over costs (and that's a high estimate) has been recouped over
four and a half years. Most businesses, I believe, would want to get paid within
two years of an investment...but, for me, this is still more of a hobby than a business. As a
hobby, I don't mind the trickle of sales that come over time.
But only about 45% of my money has come from PDF sales...if I'd made those e-books "PWYW" how far away from $1700 would I be? That $750 in e-sales is the price of a new, small print run for my
B/X Companion. I lose that money and all of a sudden it's taking me a lot longer to bring my next "hobby project" to light.
So my answer to the question of the day is,
"all of them;" if it's a sample or promo project, then offer it for free. If you need funding for your project, start a kickstarter. If the project is already complete:
charge money. Something,
anything. If no one buys it (because your price is too high) than reduce the price...but give your work
some value.
It has value to
you, doesn't it?