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!).
You're not alone in suggesting a starter box, but I don't know how to do it successfully. The #1 criticism ACKS (first edition) faced was that it was 'just BX' and 'I don't need a new retro-clone.' People don't say that anymore, but I have yet to figure out how to present a simple version of ACKS that won't get dismissed like that. That's why I haven't done it. It is (as my computer engineer brother would put it) "non trivial". :(
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.
Good advice, JD. It's hard to gauge how much conventions matter these days, but more than a few people have told me that I'm missing out by not being at them.
I see ACKS II as a triumph of your comeback into the rpg hobby considering how rough it had gotten years ago, and now that you have ACKS II out in the world in many ways you are now free to do whatever the F you want.
I admit I am much more interested in your other game designs, Ascendant and the other games still in the creative stages like Amalgam, Aeon Star and the other A game, your post apocalyptic one (these genres are much more interesting to me) along with the Ashigaru spinoff to ACKS II over ACKS products but that's just because pure European related fantasy isn't my favorite genre. It's kinda been done to death over the last 50 years.
As for marketing, I have no clue. I am just a huge fan of your work and I will back everything you do.
You asked for suggestions. I know nothing. You run a successful business and know much more. But I am going to type some nonsense anyhow.
You know already any mention of you or your games is banned on some of the major discussion sites. I know that at least RPG.net and reddit /rpg and /osr immediately delete any comments I make regarding ACKS. So many people would love ACKS but never see mention of it.
Getting visibility helps a lot. Some YouTubers have been happy to cover it in the past. But I know that gets expensive in a world where money buys access.
Getting the game on virtual tabletop storefronts would help.
Foundry modules cost money to hire coders, then money to keep it updated because every Foundry update will break the functionality of the modules. But a lot of people use Foundry and having it on the storefront might drive sales and encourage streaming of the game.
I don't know what Roll20 requires but it likely is not cheap either.
Alchemy VTT charges nothing to create the system and keep it updated, but they are selective in the projects they choose. Contacting them would cost nothing: https://alchemyrpg.com/creators
The Auran Empire setting needs a setting book, a strong kickstarter for it, and some selling points that differentiate it from other settings. Get someone to write a 5E 'conversion' book for the setting book and offer the separate booklet as an add-on with the kickstarter. Nobody who plays ACKS cares for 5E. But a new setting for 5E then might get talked about on D&D forums and social media, which in turn will get players to look at ACKS. It doesn't have to be much. Some new 5E classes or subclasses with an Auran flavor to them, some new feats and spells and monsters. Then all over the book hints that ACKS offers the full experience that will allow their characters to progress to domain level play - something that 5E is absolutely terrible at providing.
Thanks for the feedback, TheHorror. You are 100% correct that I have a visibility problem. I do have funds for marketing, but a lot of the YTers won't touch me all the same because of the banning on RPG.net and Reddit. (And I can't blame them, it's not pleasant having the mob come after you.)
I reached out to Alchemy a while back and didn't hear back. I have a Foundry module that will go on their storefront soon!
I decided (for persona/moral reasons) not to support 5E any further, and stopped selling all of the 5E product I had previously created. Their perfidiousness regarding the Open Game License, along with their disparaging comments about the creators of the game (Gygax etc) have made me unwilling to collaborate with them or support their product lines. This is probably a stupid choice from a business perspective, but since I'm in the tabletop RPG business I think I'm already probably stupid from a business perspective... :-|
Well I am sure that numbers will continue to increase regardless. The more people play the game the more people talk and the more people discover it, and the sheer impressive quality of what you have accomplished cannot be denied. I have only recently discovered ACKS and I know I will buy every single release for it in the future. Word spreads. Like an exponential equation it starts imperceptibly small but eventually it can't be contained. The only thing you really need to do it keep up the quality and over time word will spread.
LOL All I had to do was wait 24 hours before shooting you a DM. Oh well, I guess that answers my question! Looking forward to getting my hands on a physical copy.
Here's a few ideas that came to mind for increasing the ACKS player base.
Curry Scott beat me to this one, and this was the first idea I had. ACKS II has a high barrier to entry compared to other OSR games in a few ways. These are also qualities that make the hardcore fans love it so much, but the cognitive load (and literal weight) of even just the Revised Rulebook is intense. Boxed sets containing booklets and accessories (you could just do a book, but boxed sets are great) separated out into the Adventurer, Conqueror, and King levels of play similar to the Basic and Expert boxes. The big rulebooks are still there for the enthusiasts and people who are ready to take the leap, and the smaller books would feel like a primer for getting into the full ACKS II experience.
I think breaking up the game into smaller pieces would also create an opportunity for a different aesthetic to be used that would refresh the brand. Shadowdark has a relatively simple, but extremely evocative aesthetic that makes it unique. Old-School Essentials is similar. Finding an artist who could present ACKS in a new and striking way for the A/C/K boxed sets could pay dividends at a time when people are highly influenced by aesthetic. I also think it's vital to avoid AI art. A lot of people flat out refuse to buy anything that contains AI art where a real artist could have been employed. One artist that comes to mind is Luke Eidenschink (luke.ink on IG). I think that kind of style and/or a sort of surreal gritty Erol Otus vibe could work. Maybe create a new setting that's less detailed than the Auran Empire to go along with these releases, and expand it in each one. Support expanding these core releases with quarterly or biannual zines that look cool (Cursed Scroll, Carcass Crawler, the Mork Borg stuff, etc...) and feel collectible but affordable.
Finding a way to print the books in the US could be a good PR move (and the right thing to do if possible, IMO). I know a few companies have managed to do this such as Troll Lord Games.
AKCS II is a brilliant game that basically does everything, and I think pairing it down into digestible chunks with a really striking and fresh aesthetic will make it more approachable. The current RuneQuest Starter Set is an amazing example of a modern boxed set. It includes a solo play adventure, cool premade character sheets, enough material to play for a long time, and feels like an insane value at only $20-30.
I've contemplated a series of boxed sets as you describe, but (as I said to Curry) I don't think I have a good solution to the problems involved.
For instance, the BECMI approach succeeded in part because it moved all of the wilderness rules into the Expert set. But ACKS has an entire character class devoted to wilderness exploration), the Explorer. Tons of the proficiencies available to other characters all relate to wilderness exploration. Removing all of the wilderness rules would mean a lot of the core characters, proficiencies, proficiency lists don't make sense. And the whole game is like that -- it's fully integrated.
I could offer a version that is de-integrated but at that point people tend to say "it's just another retro-clone" or whatnot. This is a marketing challenge I simply haven't solved.
That's a very good point I hadn't considered. I'm not sure how effective a scaled-back starter box would be in communicating why ACKS is distinct, either. On the other hand, maybe now that more people know it's not "just another retro-clone" it could be useful to have an affordable and low cognitive load entry point product like a self-contained adventure boxed set or a free solo play PDF. My general sense is that the crowdfunding campaigns that have done really well often have some accessible jumping in point (e.g., the Shadowdark Quickstart Set) with a cool aesthetic to grab attention.
I could imagine something similar to Keep on the Borderlands as a general premise (frontier settlement with a nearby dungeon and wilderness areas to traverse) where there are opportunities for the PCs to not only dungeon delve and explore, but also set up shop to get a little bit of the market simulation going. Just a little sandbox with a cool map and pre-made characters with some personality, and only using the parts of the rules that are necessary for that scope. Nothing groundbreaking I know, but I think the main thing I'm getting at is a product that has a lower cognitive load and more contained scope to avoid overwhelming the people who haven't yet seen the light haha. Thanks for the reply, I'll keep thinking on it.
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!).
Thanks for the suggestions, Curry!
You're not alone in suggesting a starter box, but I don't know how to do it successfully. The #1 criticism ACKS (first edition) faced was that it was 'just BX' and 'I don't need a new retro-clone.' People don't say that anymore, but I have yet to figure out how to present a simple version of ACKS that won't get dismissed like that. That's why I haven't done it. It is (as my computer engineer brother would put it) "non trivial". :(
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.
Good advice, JD. It's hard to gauge how much conventions matter these days, but more than a few people have told me that I'm missing out by not being at them.
Large numbers of core customer base number concentrated where they can see your stuff, sample it, and lower their inhibitions with alcohol.
I'm sure you could gin up a convention play centric scenario that demonstrates what makes ACKS different.
"Here's an actual gap/problem that you have with your current game. Here's how we already do that, and better."
I see ACKS II as a triumph of your comeback into the rpg hobby considering how rough it had gotten years ago, and now that you have ACKS II out in the world in many ways you are now free to do whatever the F you want.
I admit I am much more interested in your other game designs, Ascendant and the other games still in the creative stages like Amalgam, Aeon Star and the other A game, your post apocalyptic one (these genres are much more interesting to me) along with the Ashigaru spinoff to ACKS II over ACKS products but that's just because pure European related fantasy isn't my favorite genre. It's kinda been done to death over the last 50 years.
As for marketing, I have no clue. I am just a huge fan of your work and I will back everything you do.
Thanks for the voice of support, Stacie. I'm excited about those future projects, too. It's hard to be sure how best to proceed.
You asked for suggestions. I know nothing. You run a successful business and know much more. But I am going to type some nonsense anyhow.
You know already any mention of you or your games is banned on some of the major discussion sites. I know that at least RPG.net and reddit /rpg and /osr immediately delete any comments I make regarding ACKS. So many people would love ACKS but never see mention of it.
Getting visibility helps a lot. Some YouTubers have been happy to cover it in the past. But I know that gets expensive in a world where money buys access.
Getting the game on virtual tabletop storefronts would help.
Foundry modules cost money to hire coders, then money to keep it updated because every Foundry update will break the functionality of the modules. But a lot of people use Foundry and having it on the storefront might drive sales and encourage streaming of the game.
I don't know what Roll20 requires but it likely is not cheap either.
Alchemy VTT charges nothing to create the system and keep it updated, but they are selective in the projects they choose. Contacting them would cost nothing: https://alchemyrpg.com/creators
The Auran Empire setting needs a setting book, a strong kickstarter for it, and some selling points that differentiate it from other settings. Get someone to write a 5E 'conversion' book for the setting book and offer the separate booklet as an add-on with the kickstarter. Nobody who plays ACKS cares for 5E. But a new setting for 5E then might get talked about on D&D forums and social media, which in turn will get players to look at ACKS. It doesn't have to be much. Some new 5E classes or subclasses with an Auran flavor to them, some new feats and spells and monsters. Then all over the book hints that ACKS offers the full experience that will allow their characters to progress to domain level play - something that 5E is absolutely terrible at providing.
Strongly agree that the Auran empire needs a setting book…
Thanks for the feedback, TheHorror. You are 100% correct that I have a visibility problem. I do have funds for marketing, but a lot of the YTers won't touch me all the same because of the banning on RPG.net and Reddit. (And I can't blame them, it's not pleasant having the mob come after you.)
I reached out to Alchemy a while back and didn't hear back. I have a Foundry module that will go on their storefront soon!
I decided (for persona/moral reasons) not to support 5E any further, and stopped selling all of the 5E product I had previously created. Their perfidiousness regarding the Open Game License, along with their disparaging comments about the creators of the game (Gygax etc) have made me unwilling to collaborate with them or support their product lines. This is probably a stupid choice from a business perspective, but since I'm in the tabletop RPG business I think I'm already probably stupid from a business perspective... :-|
Well I am sure that numbers will continue to increase regardless. The more people play the game the more people talk and the more people discover it, and the sheer impressive quality of what you have accomplished cannot be denied. I have only recently discovered ACKS and I know I will buy every single release for it in the future. Word spreads. Like an exponential equation it starts imperceptibly small but eventually it can't be contained. The only thing you really need to do it keep up the quality and over time word will spread.
Very happy for all your success Archon!!
LOL All I had to do was wait 24 hours before shooting you a DM. Oh well, I guess that answers my question! Looking forward to getting my hands on a physical copy.
Here's a few ideas that came to mind for increasing the ACKS player base.
Curry Scott beat me to this one, and this was the first idea I had. ACKS II has a high barrier to entry compared to other OSR games in a few ways. These are also qualities that make the hardcore fans love it so much, but the cognitive load (and literal weight) of even just the Revised Rulebook is intense. Boxed sets containing booklets and accessories (you could just do a book, but boxed sets are great) separated out into the Adventurer, Conqueror, and King levels of play similar to the Basic and Expert boxes. The big rulebooks are still there for the enthusiasts and people who are ready to take the leap, and the smaller books would feel like a primer for getting into the full ACKS II experience.
I think breaking up the game into smaller pieces would also create an opportunity for a different aesthetic to be used that would refresh the brand. Shadowdark has a relatively simple, but extremely evocative aesthetic that makes it unique. Old-School Essentials is similar. Finding an artist who could present ACKS in a new and striking way for the A/C/K boxed sets could pay dividends at a time when people are highly influenced by aesthetic. I also think it's vital to avoid AI art. A lot of people flat out refuse to buy anything that contains AI art where a real artist could have been employed. One artist that comes to mind is Luke Eidenschink (luke.ink on IG). I think that kind of style and/or a sort of surreal gritty Erol Otus vibe could work. Maybe create a new setting that's less detailed than the Auran Empire to go along with these releases, and expand it in each one. Support expanding these core releases with quarterly or biannual zines that look cool (Cursed Scroll, Carcass Crawler, the Mork Borg stuff, etc...) and feel collectible but affordable.
Finding a way to print the books in the US could be a good PR move (and the right thing to do if possible, IMO). I know a few companies have managed to do this such as Troll Lord Games.
AKCS II is a brilliant game that basically does everything, and I think pairing it down into digestible chunks with a really striking and fresh aesthetic will make it more approachable. The current RuneQuest Starter Set is an amazing example of a modern boxed set. It includes a solo play adventure, cool premade character sheets, enough material to play for a long time, and feels like an insane value at only $20-30.
Thanks for the feedback, Jason.
I've contemplated a series of boxed sets as you describe, but (as I said to Curry) I don't think I have a good solution to the problems involved.
For instance, the BECMI approach succeeded in part because it moved all of the wilderness rules into the Expert set. But ACKS has an entire character class devoted to wilderness exploration), the Explorer. Tons of the proficiencies available to other characters all relate to wilderness exploration. Removing all of the wilderness rules would mean a lot of the core characters, proficiencies, proficiency lists don't make sense. And the whole game is like that -- it's fully integrated.
I could offer a version that is de-integrated but at that point people tend to say "it's just another retro-clone" or whatnot. This is a marketing challenge I simply haven't solved.
That's a very good point I hadn't considered. I'm not sure how effective a scaled-back starter box would be in communicating why ACKS is distinct, either. On the other hand, maybe now that more people know it's not "just another retro-clone" it could be useful to have an affordable and low cognitive load entry point product like a self-contained adventure boxed set or a free solo play PDF. My general sense is that the crowdfunding campaigns that have done really well often have some accessible jumping in point (e.g., the Shadowdark Quickstart Set) with a cool aesthetic to grab attention.
I could imagine something similar to Keep on the Borderlands as a general premise (frontier settlement with a nearby dungeon and wilderness areas to traverse) where there are opportunities for the PCs to not only dungeon delve and explore, but also set up shop to get a little bit of the market simulation going. Just a little sandbox with a cool map and pre-made characters with some personality, and only using the parts of the rules that are necessary for that scope. Nothing groundbreaking I know, but I think the main thing I'm getting at is a product that has a lower cognitive load and more contained scope to avoid overwhelming the people who haven't yet seen the light haha. Thanks for the reply, I'll keep thinking on it.
A series of 3 box sets starting with “Adventurer” is perfect.
Interesting comment on the art. AI art does not bother me at all but I know it triggers a lot of people….