Flash Fiction, Short Story, Novelette, Novella, Novel

And now for something completely the same.

For anyone who was concerned that this was going to become a political blog, don’t worry, the Ukraine post was just me dumping the answer to a research question I happened to have into a blog post, which is the source of a lot of my blog posts and rarely politically related. For example, this time I’m trying to nail down reasonable boundaries for a flash fiction, short story, novelette, novella, and novel.

Flash fiction is easy: Any story 1,000 words or less. People agree on this one. The average adult reading speed is somewhere between 200 and 350 words per minute with the average being about 250 (unless you’re speed reading, but people rarely speed read when reading for pleasure), so taking 250 as an average, a flash fiction takes about four minutes to read. 1,250 might actually be a more reasonable amount, but people actually agree that 1,000 and less is flash fiction, so I won’t try in vain to move that needle.

Short stories are also fairly well agreed upon as capping out at 7,500 words, although some people don’t start them out at 1,000 like you’d expect (or technically 1,001, if you really want to split hairs), but instead insist on starting them at somewhere around 3,000 words. These articles do not say what a story of 1,000 to 3,000 words would be called. In any case, our 250 wpm reader can finish a short story in 5-30 minutes, depending on its exact length, which I feel like is a good category. Short stories are stories you can read during a quick break between 40-ish minute periods of work. Chapters of a larger novel should probably also gravitate towards this length, so that they can fit into the same window.

The boundary between novelette, novella, and novel is far less agreed upon. People agree on the 7,500 word lower bound for novelette matching up with the max length of a short story, but given upper limits include 17,000, 17,500, 19,000, and 20,000 words. I like 20,000 words as an upper limit because it’s pretty close to being an hour and a half long for our 250 wpm reader, and 90 minutes is the amount of time we tend to gravitate towards for entertainment that’s big enough that you dedicate time to sit down and consume it (rather than reading/watching it on impulse during a break) but small enough that it’s still considered light entertainment. This is the length of time that movie comedies tend to gravitate towards, for example. It’s also a nice, round number, which makes it easier to remember.

Naturally, the lower limit on novellas has the same spread as the upper limit on novelettes, because that’s how length categories work, but the two upper limits for a novella I’ve been able to find are Writer’s Digest’s assertion of 55,000 words or the Hugos assertion of 40,000 words. The Hugos have been a public tire fire for years now (and were probably a secret tire fire for years before that), but that doesn’t mean their word count suggestions are tainted by the Warp and must be shunned.

Ultimately, however, I think the Writer’s Digest number is better on the grounds that you should be able to comfortably read a novella in one day without taking off work (or setting aside all of your other daily errands and obligations besides work), even if they’re long enough that most casual readers might not want to spend that much time reading all in one go. Our 250 wpm reader can read 55,000 words in just under four hours, which feels about right for that length. The extended editions of Lord of the Rings run from 3 hours and 28 minutes (for Fellowship) to 4 hours and 11 minutes (for Return of the King – you thought the endings were long in the theatrical release? I have not yet begun to end), and that seems like a good maximum benchmark for things that people might consume in one sitting if they really like it, without having to plan their day around it (besides committing to probably doing just that one thing for fun).

4 hours is also a commonly accepted length for a D&D session, which is another thing that people expect to be able to do regularly, but which dominates your spare time for the day that you play.

40,000 words, contrariwise, does not even take three hours for our 250 wpm reader to read, and while three hours is a long time, people who really like a thing are clearly willing to dedicate four hours to the thing in one sitting on a regular basis, so I think the 4-ish hour 55,000 word upper limit works better for something that can be (but doesn’t have to be) consumed in one long sitting.

As the largest category, a novel could just be anything longer than 55,000 words. Lord of the Rings was split up from one ~500,000 word book into three ~150,000 word books, but that was because of publishing constraints. A lot of people writing very long stories these days publish them serially online, and even for books that do go to print, the Lord of the Rings option of splitting it up into multiple volumes is still there.

However, just like novelettes, novellas, and novels benefit from being split into chapters that can be consumed in 15-30 minute chunks, and are thus structured much like a short story collection (with the obvious difference that each “short story” is sequential and assumes you’ve read the others, but that’s not a structural difference), once stories reach a certain length, they benefit from being broken up into a series of novels.

There are two places you might place the upper limit of a novel. The first is that a novel should take no more than two weeks to read assuming someone dedicates a chunk of their afternoon (but not the entire afternoon) to reading it each day. In that case, a novel should be no more than fourteen times the length of a novelette, or 280,000 words, which we can round up to 300,000 just to be make it nice and neat, since no one’s going to complain if you refer to fifteen days as being two weeks-ish. The other way of measuring it is that someone should be able to read a novel in a single all-day marathon reading session wherein they have cleared their schedule completely and read from the moment they wake up to the moment they go to bed, with only brief breaks for meals, a shower, etc. This is going to be somewhere in the neighborhood of 200,000 words, depending on exactly how much time we leave for things like meals.

Ultimately, I gravitate more towards 300,000 words, because I think someone reading a book for an hour a two per day and wanting to be done with it in no more than 15 days is much more common than someone clearing away a full day to read an entire book all in one go. The kind of person who does the latter probably also does the former, and much more often, and the exceptions are mainly for once-in-a-generation phenomena like Harry Potter where people obsessively read books in that series but don’t necessarily read much of anything else. Particularly for book one of a series, worrying about the maximum word length past which people won’t take a chance on it because it’s too much of a time commitment to finish makes much more sense than worrying about the maximum word length past which your most obsessive fans won’t be able to read the entire book cover to cover after clearing their whole Sunday for it.

I have assembled my conclusion into a little table, because that is the data-obsessed nerd that I am.

200 wpm250 wpm300 wpm350 wpm
Flash fiction (0-1,000 words)5m4m3m 20s2m 51s
Short story (1,000-7,500 words)37m 30s30m25m21m 15s
Novelette (7,500-20,000 words)1h 40m1h 20m1h 16m 40s57m 8s
Novella (20,000-55,000 words)4h 35m3h 40m3h 3m 20s2h 37m 8s
Novel (55,000-300,000 words)25h20h16h 40m14h 17m 8s

When Has Putin’s Invasion Failed?

And now for something completely different.

Ukrainian resistance to the Russian invasion had been much stronger than anyone was expecting. Captured documents say the Russian military was expecting this invasion to take about two weeks, and unless the Russians have a really good couple of days ahead of them, that isn’t panning out. But also, blitzing a nation the size of Ukraine in two weeks was delusionally hubristic in the first place. There’s still plenty of room for the Russian blitz to succeed by the standards of actual blitzkriegs that have happened in the real world even despite the imminent failure to live up to their own fantasies. On the other hand, Ukrainians aren’t exactly giving ground quickly. So if we don’t pop the champagne yet, when do we? When has Ukraine officially resisted Russian invasion long enough that we can say this has turned from a blitz to a slog?

Continue reading “When Has Putin’s Invasion Failed?”

Flexible Paranoia

Over the years, Paranoia has done a lot of weird things: Introduced capitalism, blown up the Computer, parodied Mad Max and Westworld, unironically used the phrase “it’s 2016” to try and shame GMs into pro-social behavior. Some of these things worked better than others. I’ve been tinkering with my own very different take on Paranoia lately (I’ve talked about it before), and one thing I’ve been thinking about is what elements of Paranoia are necessary to make it Paranoia and what you can shuffle around. The “Post-MegaWhoops” Paranoia of late 2e is generally agreed to be very bad, but nobody minded the introduction of the very overt and pervasive consumer capitalist dystopia of Paranoia XP (in fact, the prevailing opinion seems to be that Paranoia XP’s version of Alpha Complex is the best, and while that’s more to do with how thoroughly detailed it was than with its consumer capitalist dystopian elements, the latter clearly did not turn people off at all, despite being a major change to Paranoia). So what do you need to retain to make something feel like Paranoia, and what you can change?

Continue reading “Flexible Paranoia”

Was 2021 A Good Year For Movies?

Just before the apocalypse, I tossed out a blog post about how 2019 was a good year for movies, cleanly beating out 2015, 2016, and 2017, and getting a less overwhelming but I would say still decisive win over 2018. 2020 was an absolute trainwreck of a year for movies, of course, with the frontrunner being…what, Birds of Prey? New Mutants? Wonder Woman 1984? Sonic the fucking Hedgehog? These are movies that would usually struggle to make it into the top five, and they’re fighting for first place. I have no idea what the final top five movie would even be. Monster Hunter? Mortal Kombat Legends? Onward? We’re basically just grabbing something out of the garbage and shoving it onstage to make sure the live action Mulan doesn’t get it. Maybe we should give fifth place to Xiran Jay Zhao’s YouTube video about why Mulan 2020 is bad. Maybe we should give first place to Xiran Jay Zhao’s YouTube video about why Mulan 2020 is bad.

What about 2021, though? Can it compete with 2018 and 2019? Does it at least hold up to 2015, 2016, and 2017, indicating a recovery from the damage the pandemic did to the film industry? Our standout films of the year are definitely Dune and Encanto, and I think that combo holds up well against the one-two punch of Joker and 1917 that pushed 2019 so high in my estimation. Spider-Man: No Way Home even provides solid competition to Endgame in its fan-service-done-well niche. 2021 also provides a pretty standard share of solid popcorn movies to round out the top five: Shang Chi, Black Widow, The Suicide Squad, No Time To Die. I’ll even call out Free Guy and Jungle Cruise as being fun even though they’re not top five material in this or any other year, but I think it’s worth noting when even the bad films are good enough to pass ninety minutes if (for example) you want to hang out with your little sister for an hour or two while she’s visiting for Christmas.

Still, the top five contenders for 2021 are a bit weak compared to what we’ve had in years past. 2017’s also-rans included Wonder Woman and Lego Batman, 2016 had Rogue One and Zootopia, 2015 had the Martian.

Most years have one stand-out film, and 2021 had both Encanto and Dune. On the other hand, the trailing films compare pretty poorly to most other years and get absolutely pulverized by 2019’s top five contenders, like Knives Out, Endgame, Toy Story 4, Detective Pikachu, the Lego Movie 2, and Spider-Man: Far From Home. Overall, I think 2021 in film holds up well against most other years, and might even be joining 2018 and 2019 in The Best Three Years Of Film Which I Have Bothered To Investigate Even A Little Bit, just on the strength of Dune and Encanto, but it’s doing so as a clear third place behind the other two.

Gravity Falls Has Terrible Dating Advice

In Gravity Falls S2E16, Roadside Attraction, one of the show’s twin protagonists, Dipper Pines, is trying to get over an unrequited crush on a significantly older girl. His friends recommend he try to date someone else, and his great uncle Stan, a professional con artist, gives him vague and confusing advice about talking to girls that eventually gets boiled down to the three Cs: Confidence, comedy, and something else that starts with C. Stan also advises Dipper to practice flirting with lots of different girls, particularly since they’re on a road trip and he’s unlikely to ever see any of the girls again. Dipper takes his advice and sees initial success, but it so happens that every girl he’s talked to shows up at the final roadside attraction on the trip, stumbling across him on his latest date and demanding an explanation. Dipper runs away, leaving them all fuming, one thing leads to another, and they end up fighting a drider. Dipper learns a valuable lesson about respecting women and erases all the phone numbers/email addresses he collected.

Except, uh, that’s bullshit. Gruncle Stan has his redeeming qualities, but none of them really apply here, so we can safely assume that he’s sleazy with women and would’ve encouraged Dipper to be the same, playing the field long past the point where it would’ve been disrespectful to do so. But the narrative acts like Dipper actually did this – he never even got within the same zip code of it. The one interaction with a girl we see outside of montage is a thirty second mildly flirtatious conversation that ends with her giving him his email. Even if we’re really generous with time compression for the sake of a twenty-two minute runtime, this is one conversation that ends with an invitation to a date, not even an actual date, let alone some kind of real commitment. Just because Dipper has been invited to go on a first date with one girl doesn’t mean he’s not within his rights to go on a date with another girl, or even that he’s obligated to tell the first girl (who he’s shared all of one conversation with) about the second.

If Dipper’s done anything even close to wrong, it’s that he doesn’t text or email any of the girls, when accepting their numbers/emails might suggest an intention to communicate more, but 1) his lesson-learned moment at the end is erasing them all, so apparently that’s the opposite of what the show wants from him, and 2) even that’s pretty presumptuous. If it were a boy giving his number to a flirtatious girl and later acting like he’s entitled to communication, we wouldn’t hesitate to call him self-centered and controlling.

Particularly since Dipper wasn’t even particularly flirtatious in the one interaction we actually see entirely. He suggests she pose for a funny picture and then he pretends to drop her phone, which is kind of dickish and the girl would’ve been justified in being mad about that, but instead she takes it in exactly the spirit Dipper intended it and gives him her email address with only a subtle prompt – an email address which Dipper goes on to ignore, so even if she felt that gentle nudge was obligating her to give away contact information she didn’t want to, Dipper never even used it.

Even when Dipper does accept a date from recurring character Candy, who he has no interest in (Stan convinces him he shouldn’t be picky – the one piece of truly bad advice Stan gives to Dipper), he’s showing poor judgment but hasn’t done anything wrong. Candy is the one being more intimate than Dipper is comfortable with (although we can’t hold Candy at fault either, because Dipper has been pressured by someone else entirely into pretending this is what he wants).

It’s realistic that a twelve-year old would lack the maturity to recognize that he hasn’t made any commitments and therefore can’t be held responsible for breaking them, and that his twelve-year old would-be dates would likewise lack the maturity to recognize that just because they feel jealous doesn’t automatically mean that feeling is Dipper’s fault, but the narrative doesn’t treat this like Dipper being buffaloed into thinking he’s done something wrong when he hasn’t. It acts like Dipper has been dating all of these girls steadily without telling any of them he’s seeing other people, or has been making out with them before riding off into the sunset to do the same thing at the next stop, or that he’s directly lied to them about how seriously he’s taking the relationship. The episode wants to make a point about pick-up artists being scummy, but the problem is that actual scummy behavior would be out of character for Dipper, so instead this is an episode about how if you ever crack a joke to someone, they now own you and you’re not allowed to talk to other people without their permission.

Using Poker Hands in TTRPGs

Every now and again, the idea of using poker hands as an RNG for a TTRPG comes up, usually in the context of some kind of western. How would that work?

Five Card Poker

The most obvious way to do this is to just deal out a full five-card poker hand to each player, then let them play a hand whenever they make a check. A better hand is more likely to succeed. After playing a hand, they discard it and draw an entirely new hand.

About 50% of all poker hands are a single, and about 43% are a pair, so you would probably want the standard TN for something anyone could accomplish to be Jack-high, and the TN for most things that you would expect to require expertise to be a pair of Jacks. Your odds of getting two pair or better are about 7%, which is pretty close to a critical hit on a d20. It’s unlikely, but not so unlikely that you don’t usually see one or two in every session. A three-of-a-kind, straight, flush, and full house are all much more rare but still common enough that you’ll very probably see them happen over the course of an entire campaign, loosely comparable to rolling triple sixes on a 3d6, which does happen now and then. Once we get into four-of-a-kind and especially a straight flush or royal flush, we’re getting into territory that’s technically possible but unlikely to come up even once across an entire mid-size campaign.

But this raises the question: How do you add in skills? If your gunslinger is real good at shooting, how does that get reflected in this system? The most obvious way to do it is by allowing them to draw more cards to make a hand out of, but working out the probabilities on that is a huge headache and the value of additional cards goes down the more of them you already have. If you want a narrow range of power between the weakest and strongest characters in the game, that can still work, but even a fairly mundane wild west game wants a deadshot to be much, much better at shooting than a shop keep with broken glasses, so this extra cards approach only works if every character in the game must be a gunslinger with more-or-less the same skills or else if you’re willing to have a game where characters draw 20+ cards to assemble a poker hand out of when they’re using their best skill. At that point, you don’t really feel like you’re playing poker at all.

The second most obvious solution is to convert the poker hand into some kind of total number, to which your skill bonus is added. The problem here is that it’s hard to find a conversion that works across all poker hands. For a single or a pair, the answer seems obvious: Just add the cards together. This way a pair is, on average, worth twice as much as a single. Here’s the problem: Two pair (a hand with four cards to add together) is much more common than three-of-a-kind, and four-of-a-kind is less common than every five-card hand except the straight flush and royal flush. To make the convert-to-number method work, you have to give special conversion methods to most hands (although not the most common hands, at least) to make less common hands more valuable. For example, with two-pair sevens and threes, instead of just adding 7+7+3+3 for 20, you might add 7+3 and then multiply by 1.25 and rounding down for 12. Since three-of-a-kind is on average worth 1.5x a pair, having two-pair be worth on average 1.25x one pair is mathematically sound, but also now you have multiply things by 1.25. Then you have to find some similar conversion for the straight, flush, and full house that all give average results between three-of-a-kind and four-of-a-kind, even though four-of-a-kind is only 1.33x the value of three-of-a-kind. Or you can add a multiplier to four-of-a-kind beyond just adding all four cards together, at which point you’ve sacrificed what little consistency this system had.

The best way (of these three that I’ve thought of, anyway) to incorporate skill bonuses into a poker-based RNG is to have skill bonuses just promote the kind of hand you have. If you have a pair of sevens and a +1 skill bonus, your hand is now two-pair of sevens and some other card that is lower than sevens. With a +2 skill bonus, it becomes three sevens. With a +3 skill bonus, it becomes a seven-high straight. With a +4 bonus, it becomes a seven-high flush. With a +5 bonus, it becomes a full house, sevens over something else.

Two things you’ll notice about this system: First, it’s possible to get normally impossible hands through skill bonuses. If you get a pair of twos with a +3 skill bonus, you now have a two-high straight, which is normally impossible. If you have a pair of sixes with a +4 bonus, it becomes a six-high flush, which is normally impossible because the only way for six to be the highest card of a flush hand is if it’s a straight flush. This is weird, but doesn’t really impact anything. Just roll with it.

Second, we only ever care about the number value of one card in any hand. For two-pair, we only care about the value of the higher pair. For full house, we only care about the value of the triplets. For a straight, we only care about the highest card of the straight. This makes things simpler to resolve anyway. Instead of having over a hundred different combinations of a full house each of which represents a minutely different TN, a full house represents the same two-through-ace scale as every other hand. Jack is the default difficulty, but minor circumstantial bonuses or penalties can nudge the difficulty up to a Queen or down to a ten or whatever.

Hand Building

Another way to do this is with hand building. That means that when you make a check, you don’t discard your whole hand. You discard only the cards used to make the check. You can play a single card to get it out of your hand, taking a dive on whatever check you’re making to try and build up a stronger hand. If you’ve got two-of-a-kind, for example, you could hold onto that and junk other cards until you’re able to get three, or two-pair, or a full house, or something. Building a flush would mean taking a dive on a lot of checks, but it’d be much, much easier to build a flush than to draw one straight from the deck. In fact, it’d be easier to build a flush than a straight, since each card you replace when building to a flush has a 1-in-4 odds of building your flush, but only a 2-in-13 (or slightly worse than 1-in-6) odds of building your straight. Actually, the odds aren’t quite 1-in-4 or 2-in-13, since the cards you’ve already drawn from the deck affect the odds in ways that vary depending on exactly which cards are in your hand, but the basic math still works out: Drawing a flush straight from the deck is less likely than drawing a straight, but building a flush when you get to select which cards to replace will usually go faster than building a straight.

And this also encourages players looking to get rid of junk in their hands to find skill checks that don’t matter so they can safely take a dive on them. This leads to players interacting with the mechanics instead of the narrative, attempting tasks which are challenging enough to warrant a check but which have nothing to do with anything just to manage the abstract, game mechanical resource that is the cards in their hand. Proper game design should be making mechanics and narrative harmonious, so we’ve definitely gone off the rails here.

Hand building sounds interesting, but really only works in board games where you can tightly control when checks are called for in order to guarantee that all checks are relevant and you can never safely take a dive. Then hand building is about minimizing the damage of getting rid of junk, rather than wasting time with actions that totally negate the damage. Unfortunately, the open-ended nature of a TTRPG makes it basically impossible to prevent players from finding things to do that call for a skill check while having no real consequences for failure. They can try to play a fiddle and the worst that’ll happen is they aren’t very good, try to chat up the ladies at the saloon and the worst that’ll happen is they’ll get slapped in the face. They can even throw out some junk cards on activities that could hypothetically cause great harm, but won’t do so except for catastrophic failure. They can try to swim a river to get rid of an unneeded seven of clubs, and while they won’t make it to the other bank, they’re probably not going to straight up drown unless they play a two.

Texas Hold ‘Em

The last RNG idea I’m going to look at here is Texas Hold ‘Em. Each player gets a hand of two cards, and there’s a river of between three and five cards shared between them. With a seven-card hand, the odds of a pair or better are 82%, which means you can make pair of Jacks the base TN for challenges that an ordinary person might struggle with but will probably be able to manage. The odds of three-of-a-kind or better are 15%, which is a pretty good spot for something that experts can manage easily but ordinary people will struggle with, which means you have two pair in between if you need more granularity in the “routine for experts, tough for ordinary people” space. A flush has about 5% odds, making it the natural 20 of the system, and even a four-of-a-kind is not so unusual that you wouldn’t expect to see it once or twice in a campaign. Only the straight flush and royal flush are so rare as to be unlikely to come up across an entire campaign.

On the one hand, it’s good that more hands are coming up. There’s more granularity in the scale of TNs, since more of the potential results are actually achievable, compared to the five-card probability spread where singles and pairs totally dominated the space with only 7.5% of the entire scale left over for anything better than a pair. With seven cards, we have TNs that are 80%, 40%, 15%, 10%, and 5% likely to be hit, and then four more TNs higher than that which are mostly the domain of people with skill bonuses, although an untrained person can still hypothetically hit them. This is a pretty good spread. It gives you room for characters with bonuses ranging from -1 to +3 where each step on that scale is a big deal, so you’d expect this to be the kind of game where you probably don’t level up much, which makes sense. You don’t usually get zero-to-hero stories out of the old west.

The problem is that it’s kinda hard to do the Texas Hold ‘Em thing with three different rounds of revealing cards on the river for every single check. Probably you’ll just put five cards on the river all at once, and then replace them all once a check is made. You could replace just one card, with a first-in, first-out system so that the card that’s been in the river the longest gets removed, but then you get into all the problems with hand building and the bizarre meta-gaming behavior it encourages, with people trying to make useless checks to get the river moving when it’s bad, and trying to avoid all checks to keep the river still when it’s good.

Conclusion

I don’t have one, particularly. I just had a string of disconnected thoughts about how to do some kind of poker-based RNG for a TTRPG, and since I have no plans for any game along those lines any time in the future, this blog post was the only outlet.

Caspar’s, Ozaka’s, and Cora’s

I haven’t done a Kickstarter post-mortem for a while. Partly, that’s because they were getting kind of old. For the first six or seven, I didn’t have a whole lot of data points for what to expect, so each Kickstarter gave new information about how the next one might go, and I would speculate about what the next one would indicate based on how well or poorly it did. By Caspar’s and especially Ozaka’s, the numbers were pretty much in and there wasn’t much speculation left to do.

It’s also partly because what speculation remained was about whether things were going to stay the same or get worse. Improvement was basically off the table, as Caspar’s dwindled from Kessler’s 442 down to just 402 backers, and then Ozaka’s stabilized at 400. Cora’s is currently at 426 with six hours left on the clock, so it seems like 400 to 500 is the range I can reliably bring in, probably trending closer to 400 to 450, since Harlequin’s was likely benefiting from a short-lived after-effect of the Witchlight spike that benefited Celawyn’s.

This is pretty solidly middle of the pack compared to the data I have on 2019 Kickstarters, although the project I sourced the data from got 2020’d so I don’t have any more recent data to go off of. For now, my assumption is that I am indeed doing pretty average (in the category of people who run successful TTRPG Kickstarters at all) with regards to everything except the frequency of my projects. The good news is, that’s firmly enough to live on. The bad news is that I crunched the numbers and it’s gonna be pretty tricky to save for retirement on that, especially since I’m doing my best to pay my freelancers a reasonable amount, something which I’m struggling to do even with the small team I’ve got working with me right now.

Plus, there’s the looming problem that the series is almost over. Cora’s is the second-to-last book in the series. The last, Orrinyath’s Guide to Dragons, will Kickstart in January, because my year is blocked around the pagan calendar for its evenly-spaced holidays, which means it starts at Imbolc on February 1st. That seemed totally fine back at the start of 2021 (and in 2017, when I first switched to this system) because my schedule affected basically nobody but myself, but now it means the climax of my series comes in January and not December. Is that good or bad? Maybe it’ll mean that I’m the only one building to a big finish in January and I’ll stand out, or maybe everyone will be all climaxed out (Archer joke) and won’t have any energy left over to get excited about dragons. Or maybe even any money. I’m not super concerned about that, because the books are only $5, so surely most people can manage that even in the aftermath of Christmas, but you never know, world’s getting crazy.

However Orrinyath’s turns out, the big question at this point is how the new series (as yet unnamed) is going to turn out. It’s going to have fairly similar content to Chamomile’s Guide to Everything, with new classes, sub-classes, races, and so on, but it’ll be a lot more location focused and a lot less generic, with an emphasis on an open source setting to go along with all those open source illustrations I’ve been releasing. I think a big selling point for Chamomile’s Guide to Everything is that it’s content you can drop into whatever game you’re running right now, and while I’m going to try and make the open source Weskven setting something that’s easy to disassemble and drop each individual piece of into a homebrew campaign setting, it’s really hard to bring that across in a title and cover illustration. Maybe this combination of more story and worldbuilding along with more player options and GM content (including new monsters and the like) will prove to be even more popular, or maybe this is where it all falls apart.

Sarah Lynn Was Always Going To Fall Off The Wagon

That’s Too Much, Man, the episode of Bojack Horseman when Sarah Lynn dies of a drug overdose, is really good. I’m guessing people rewatch that specific episode way more often than they rewatch season 3 in general, because every time discussion of Bojack’s involvement in Sarah Lynn’s life comes up, someone says that Bojack is responsible for Sarah Lynn falling off the wagon, and nobody ever corrects them. But Sarah Lynn’s really clear a few episodes earlier that the only reason she’s sober is so that the drugs will hit her system harder when she starts using again. She has a shelf of alcohol directly behind the calendar tracking her sobriety, a big bowl of Vicodin just lying around, a painting made of LSD, and a bunch of cocaine lying around somewhere.

Bojack walks past several opportunities to potentially save Sarah Lynn’s life in that episode, including one where all he had to do was nothing at all, as Sarah Lynn gets bored of the bender and wanders off. It’s unclear whether she’s going to keep going on her own or if she’s done, but Bojack uses the promise of the Planetarium, the spot Sarah Lynn’s been trying to drag the bender towards for weeks, to keep her going. Famously, he waited to call the ambulance for her in order to cover up the fact that he was present when she died (although I’m still pissed at the show for retconning that in several seasons after the fact).

But when people show up at her funeral with the attitude “well, this was bound to happen,” they’re totally correct. Bojack is at least partially responsible for Sarah Lynn dying on that specific night, but she was not on a path of recovery before he came along. She gave him an open invitation to go on that bender weeks before he took her up on it, she was thirty-the-fuck-one years old and responsible for her own decisions, and Bojack was even a moderating force on the bender until the last few hours of it.

It’s not surprising, ultimately. Bojack does bear some guilt for Sarah Lynn’s death, because again, all he had to do to potentially save her life was not say anything when she said she was leaving. It’s not clear whether she was going to go home and sleep off the bender or continue by herself (she says the former, but she might’ve been lying to get Bojack to leave her alone so she could continue without him – he was being a selfish buzzkill). And of course the internet can’t do nuance, so if Bojack isn’t totally exonerated of all blame for Sarah Lynn’s death, then he must be completely responsible, and Sarah Lynn was just helpless putty in his hands, like she never grew past the age of three.

Kessler’s Guide to Dungeons Post-Mortem

Kessler’s Guide to Dungeons pulled in 442 backers and $9,443. That’s noticeably fewer backers than Harlequin’s, yet also significantly more money. What happened?

The source of the extra money is plain as day. I’ve always offered signed copies of the books as add-ons to these campaigns, but have avoided offering digital or unsigned physical copies, because those are available via Itch and DTRPG already. Offering to sell these books for less than I already am isn’t really a viable business model, but offering to sell the books at full price to Kickstarter backers who will have to wait until money is confirmed at the end of the campaign when they could be getting them either downloaded immediately (for digital copies) or at least put in queue to print immediately (for physical copies) seemed kind of…odd, somehow.

Not dishonest or shady, because the option to buy from Itch/DTRPG is there and always has been, but because it’s there, I’d be kind of worried about anyone who actually took the clearly inferior option to buy a book as a Kickstarter add-on instead, the same way I worry a little bit when someone talks about waffling on whether they want to back at a certain, higher-end reward tier. The reason why I track success by backer count is because I want to succeed by a large number of people paying whatever amount of money they can easily spare, not by juicing a small amount of people for as much money as possible and thus restrict my audience to a combination of the rich and people whose poor money management I’d be taking advantage of.

Ultimately, though, people who do that kind of thing are adults and it’s not really any of my business what they do with their money. When they bring it up, I remind them that my main measure of success is backer count and they shouldn’t feel like they have to spend any more than the $5 for the core product, sometimes they decide to spring for a big fancy $50 or $100 reward anyway, and even if that turns out to be foolish, it would be more foolish for me to act like I’m in a position to make that decision better than they are. I tend to worry about things in general (you can probably notice from these post-mortems that I’ve almost constantly got an eye on how things might go wrong), and a lot of the time the answer to those worries is to embrace stoicism and let it go, particularly in this case, where the alternative is to turn my Discord into a scary dystopia where I try to make people’s financial decisions for them.

Similarly, I took the effort to add in copies of previous guides in the series as add-ons this time, there were a huge number of extra buyers, and ultimately I’ve decided to shrug my shoulders and let people sacrifice weeks of time waiting for their copy to arrive in exchange for the forty-five second convenience of buying from Kickstarter instead of opening a new tab for itch.io. I’ve had the latter option for six campaigns and I would get a couple dozen takers every time, but offering it as an add-on got me three times as many and netted a nearly 50% increase in total money raised (slightly less in terms of total profit, but it’s a rounding error – I very slightly increased the price of physical copies for these guides after a bunch of people in Dark Lord mentioned increasing their pledge to try and support the project, which actually accomplished nothing because I’d set my .prices so that digital, softcover, and hardcover copies all got me about the same profit, with the difference in price being purely in terms of printing and shipping).

Rumination on business ethics aside (but continuing with the neurotic over-analysis, because that’s what these posts are), the extra money is obviously good, but the decreased backer count suggests bad news long term. This is especially true because of exactly which books the extra money came from: There is an almost 1:1 correlation between how early in the series the books are and their ranking in terms of sales as an add-on. This strongly suggests that people who started following the series partway through are picking up books from Kickstarters they missed. That means that some of the add-on money is a one-time surge. The good news is that it’s possible that as much as half of the add-on money came from new backers who were buying the entire series, so at least some of the additional money-per-backer should be retained going forward.

Now that growth has very definitely stopped, there’s another looming question: Peak or plateau? Am I going to bounce around the general 400-500 range for the rest of the series, or steadily dwindle back downwards? The dwindling would have to significantly accelerate to derail the series completely, but it could take things down low enough to make surviving the switch to a new series in 2022 seem very unlikely. Even if things do plateau, I’d have to retain most, if not all, of my audience going into the 2022 series, or else that one will die and I’ll have the same problem, just a few months later. It’s starting to look like this might be a one-year ride and not a long-term career.

This brings us to the question of why. Kessler’s was on target to exceed Harlequin’s until a disappointing finale, especially the penultimate day. This was almost immediately after the reveal of a “next evolution” of D&D coming in 2024 for the 50 year anniversary. It’s possible that some people were expecting 6e, and didn’t want to buy 5e books. None of the buzz so far suggests 6e, and in fact WotC themselves don’t seem to know what they’re going to do for it, so hopefully that’ll sink in over the next few weeks and won’t hurt the next book in the series (particularly since there’s 3 years of current version D&D, so it’s not like someone who buys my books as they come out won’t have time to use them).

Kessler’s might just be a weak topic. It’s most similar in tone to Natalia’s, which was the weakest of the Kickstarters, but the strongest of the add-ons, which strongly suggests that its release position is obscuring the strength of its topic completely, making it weak early on when few people knew about the series but stronger later on when the expanded audience first saw the add-ons and filled out their collection. Without any solid evidence on what other topics might be more popular (except that piracy is definitely a weaker topic, the evidence for that is just piling up), it’s hard to know how plausible the “Kessler’s underperformed because it was a weak topic” theory is, but the fact that it was outperforming Harlequin’s up until a bizarrely weak finish makes me skeptical. On the other hand, Natalia’s also had a bizarrely weak finish. What’s causing this? I have no idea.

The series might also just be running out of steam. Some number of people may have simply decided they’ve had enough of my work. Unfortunately, I can’t really cool the series off. I’m the only writer, my margins are too slim to switch to a completely different topic, and I can’t just go dark for six months to let interest build back up for a while. So long as I’m getting only 400-500 backers per book, I need a new release every month, without exception. Only by building up to at least 600, preferably 900, can I start putting significant amounts of money away to ride out a cooldown period like this. It did occur to me that going for twelve books instead of nine might’ve been a bad idea. The ninth book is Kickstarting next, so if I’d stuck to the original nine-book plan, fading momentum might be overtaken by hype for the series finale. It’s way too late to switch tracks now, though. There’s only one book I’d be willing to cut, and the symbol for it has been in the sigil for months now.

I do have a ~secret plan~ that will hopefully drive some interest in the new series that I plan to announce when the current one is closer to wrapping up. There’s no telling whether or not this will actually work, and in general anything new you’re trying is more likely to fail than not, so I’m not counting on it. I also have more immediate plans for an actual play show that will showcase the content of the books, as well as an open table game that will make use of them. Much like the ~secret plan~, this is more likely to fail than succeed just on the grounds that I haven’t already succeeded at it, but it’s two more rolls of the dice and there’s no other way to load the odds in my favor except to make lots of attempts. Or be born to generational wealth, but unless I’ve got a millionaire great-uncle I don’t know about, I think that ship has sailed.

Harlequin’s Guide to Cities and Poison Post-Mortem

Harlequin’s Guide to Cities and Poison got 470 backers and raised $6,659. That’s about 80% of what Celawyn’s Guide to Wilderness and Fey got by backer count, but I always knew I wouldn’t necessarily be able to consolidate the spike in interest from that book coinciding with the upcoming release of The Wild Beyond The Witchlight. If we assume the Witchlight spike concealed some amount of reliable growth, that indicates that both Celawyn’s and Harlequin’s got about 15% growth. Some people have suggested that cities and poison is a bit of a dud topic just like piracy was, so maybe it was 20% from Celawyn’s and 10% from Harlequin’s, but I don’t want to bake that kind of speculation into my stats (especially not when I’m already speculating about the effects Witchlight spike as it is), so I’m writing down 15% for each.

It’s not as straightforward as all that, though. Harlequin’s Guide started even stronger than Celawyn’s. For the first two days, it looked like the Witchlight spike had been consolidated and we were going to grow even further from there. Things always fall off after the first two days or so, but Harlequin’s fell off harder than normal, the gap between it and Celawyn’s closing pretty quickly. I did some math to try and figure out why. The reason for comparing the first 28 hours versus the last 68 hours is because I start my campaigns four hours before midnight according to Kickstarter servers, which means my first “day” is only four hours long, my last “day” is only 20 hours long, and the final 48 hours (exactly) are spread across the last three “days.” This means, in order to capture the final 48 hours, I also have to include another 20 hours extra. Since this is true of every campaign I’ve got data on, however, it shouldn’t impact our results much.


FIRST 28 HOURS AS A PERCENTAGE OF TOTAL BACKERS

Natalia’s: 36.7%
Irena’s: 33.8%
Bianca’s: 38.1%
Brac’s: 33.2%
Thaemin’s: 39.5%
Celawyn’s: 26.3%
Harlequin’s: 40.5%

AVERAGE MIDDLE BACKERS-PER-DAY (AS A PERCENTAGE OF TOTAL BACKERS)

Natalia’s: 5.4 (3.4%)
Irena’s: 6.9 (3.2%)
Bianca’s: 8.6 (3.0%)
Brac’s: 10.4 (3.4%)
Thaemin’s: 11.7 (3.2%)
Celawyn’s: 22.8 (3.9%)
Harlequin’s: 13.6 (2.9%)

FINAL 68 HOURS AS A PERCENTAGE OF TOTAL BACKERS

Natalia’s: 22.1%
Irena’s: 30.0%
Bianca’s: 27.6%
Brac’s: 28.5%
Thaemin’s: 24.8%
Celawyn’s: 29.9%
Harlequin’s: 27.5%

From this, we can see that Harlequin’s had a stronger than average start (40.5% of backers in the first 28 hours), but not much stronger than Thaemin’s (39.5%). In fact, Celawyn’s was an unusually weak start (26.3%, far behind the second lowest, Brac’s at 33.2%). The final 68 hours were extremely typical (nearly median, in fact – the median is Bianca’s with 27.6%, and Harlequin’s is only one tenth of a percentage point lower). The relatively much stronger performance of not just Harlequin’s but also Thaemin’s (the latest campaign that did not receive an obvious spike from uncontrollable, external events) could be indicative that I’m approaching a plateau, with more and more of my backers coming from people who know instantly that they’re backing the campaign because they already know my work.

But I don’t have to speculate about that. I keep track of which backers are new versus returning for every one of my books, as part of extending special thanks to those who back me consistently. There’s a minor flaw with this, which is that people who never fill out the survey or who wish to remain anonymous are not counted, but these are both pretty tiny fractions of the total population for any given Kickstarter, so it shouldn’t badly impact the data one way or another. There’s also a major flaw, which is that it relies on survey responses, which usually take a week or so to come in. This means I don’t actually have data on Harlequin’s yet, and I’m too impatient to put this post off until I’ve got it. The data on what part of the campaign backers come from (i.e. first 28 hours vs. final 68 hours vs. the middle) was already showing warnings signs with Thaemin’s, though, so let’s look at the percentage of new backers for each book up to Celawyn’s and see if Thaemin’s is a noticeable aberration:

Natalia’s: 100%
Irena’s: 67.6%
Bianca’s: 58.9%
Brac’s: 55.8%
Thaemin’s: 50.2%
Celawyn’s: 58.5%

Looks like no, Thaemin’s doesn’t stand out. The total number of people who’ve never backed before is going steadily downwards, but that’s to be expected. My audience is drawn almost exclusively from people who back things on Kickstarter a lot, and people who back D&D-related things on Kickstarter a lot are ever-more-likely to have backed at least one of my projects as the total number of my projects increases. Some amount of my growth is coming from converting people who catch my books whenever one happens to catch their eye into people who back all of my books because it is me writing them, and that was always going to be the case.

So that leaves the question of the weak middle. There are many potential explanations why the middle may have been so weak:

-Poor stretch goal structuring. I always mark out my stretch goals in advance, rather than doing the standard slow unveiling thing. The slow unveiling thing is definitely effective (no one is ever motivated to back for a higher amount or convince others to back my project because the stretch goal after the current one might be something cool), but it interferes with my “fire and forget” approach to Kickstarter projects. Bad enough that there’s no way to schedule updates so I have to remember to post them. In any case, I usually structure the stretch goals around encouraging people to try and make the current project more successful than the last. This time, I actually structured them around just matching the last project, since I knew that consolidating the Witchlight spike could potentially be challenging or even impossible. It turned out to be the second one, which means only the $5,000 new art goal was hit. The lack of steadily hitting stretch goals may have harmed momentum in the middle. I should definitely switch to $2,500/$5,000/$7,500 for the next project.

-Running out of add-ons. Related to the above, there are no longer any signed copies of Natalia’s Guide to Necromancy being offered as add-ons, as all 100 are now spoken for. This led to fewer people buying signed copies (it is now impossible to get a complete set from scratch), which meant a lower amount of money-per-backer. This means that me and my freelancers are getting paid less for our efforts instead of more for the first time, but we all knew that the Witchlight spike might be impossible to consolidate. More relevantly, it means the number that most people pay attention to, total money raised, looked pretty weak compared to previous campaigns, especially compared to the higher stretch goal amounts. I should probably give add-ons for unsigned copies, including digital copies, going forward. This might end up just shuffling money around, since I already have a link to a page showing all of my work so far in the FAQ, so maybe I end up getting less money from DTRPG and more from Kickstarter. Also, it’s kind of weird to ask people to wait until the end of the Kickstarter to buy things that are available immediately from DTRPG. Not everyone sees the FAQ the way they do add-ons, though, and adding a few extra clicks (click through to the list of my complete work, click through to individual books’ DTRPG links, click through to buy from DTRPG) might be driving down sales.

-Being a “project we love” is actually harmful. My project was marked a “project we love” by Kickstarter staff, which was a neat feather to have in my cap, but it doesn’t seem to have done anything (except maybe driven a higher early surge in backers?). In fact, there’s weak, correlative evidence that it may have harmed the project, but this is so counterintuitive that my current assumption is that it’s coincidence.

One final confounding factor is that a cross-promotion with another Kickstarter yielded at least 10 backers. The boost from that cross-promotion bled into the final 48 hours in a way that makes it hard to say exactly how many backers they brought in, but it could plausibly be as many as 50. It’s possible that actually steady growth is winding down, with projects getting only 10%, not 15%, and it only looks like 15% because this project had a cross-promotion spike that covered up data on steady growth just like the Witchlight spike. Unlike the Witchlight spike, this suggests an obvious course of action: Do more cross-promotions.