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Curry Scott's avatar

3 ideas. I hope they offer some value.

1. Lower the barrier to entry for ACKs II. Look at a stripped down “Red Box” inspired entry level starter game variant that wets the appetite for new players enough to get into the system and want more. A PHB for the core classes and details for levels 1 to 3. A simplified version of the combat, skill and travel rules. A very brief Judges Journal with a few key concepts explained and a MM with say 40 monsters. Add in a simple introductory adventure and dice. Get people into your system affordably and with less commitment than 1500 pages to read. Then convert them (a % of them anyway) to the “advanced” version.

2. Do more to explain to gamers that ACKs is not just about domain level play. I believe there is a misconception that ACKs does not do smaller scale gaming well. I believe gamers that want to focus on dungeon and hex crawls and not venture into the political intrigue and domain style of play avoid ACKs. ACKs has great rules dungeon delving and need not be avoided by players looking to dungeon crawl exclusively.

3. Consider moving a more detailed Aurian Empire setting book up the priority list. People love setting books with lots of great art and loads of detail. Much of the work is done I’m sure but it’s spread over different books. A nice clean setting book and accompanying maps would be appealing and sell well IMO

Good luck and keep up the good fight (and stay healthy!).

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JD Sauvage's avatar

I would suggest forming your community into a demo team to get dealers tables and multiple game sessions at the big Cons to expose your target customer - gamers - to the thing in the wild. Get people playing. Send them home with swag. Hand them little cheap to mass print intro booklets; a character sheet, combat cheat sheet, a piece of cover art, and add copy on the back.

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