The trick to having an open door policy to your sales numbers is leaving the door open no matter what the place looks like inside. That means if things are messy and not exactly what you’d like people to see, you should have considered that before sticking the welcome sign out front. What I’m trying to say is that while our last rendition of Measuring Success showed some really happy numbers, today’s update is going in the opposite direction.
Lately, I’ve heard a few other indie RPG publishers lamenting on online sales recently, including disappointment over the ever-popular Christmas in July sale on all DriveThruRPG sites, and BRG’s numbers tend to back up that sentiment. There are other factors to consider (there always are), such as the massive surge in sales gained through last summer’s Bundle of Holding offer and the sheer fact that our only current product line, Killshot, is three years old without any recent additions. There’s no denying Killshot has not exactly been top priority in our marketing lately as all our focus has been on our second child, ScreenPlay, and its upcoming free playtest release. (See, we did it again!) With that in mind and as the end of September brings about the end of a fiscal year, I’ve had a chance to take a good look over the sales figures of the past year and have started to use them as guidelines for how we’re going to approach ScreenPlay‘s full release in 2016. What that exactly entails will also depend on how the Rehearsal Edition’s release plays out, so there will be no details on 2016’s plans today. For now and in light of the fact that the opening pitch now a week away, I’m going to simply post this past quarter’s sales totals, stay calm and carry on.
Killshot: The Director’s Cut
Total 3rd Quarter 2015 Sales – 7 (all PDF)
Total 2015 Sales – 585 (583 PDF, 2 print on demand)
Killshot: An Assassin’s Journal
Total 3rd Quarter 2015 Sales – 0
Total 2015 Sales – 1955 (1954 PDF, 1 print on demand)
Killshot: Direction
Total 3rd Quarter 2015 Sales – 0
Total 2015 Sales – 0
Killshot Files #0: Redemption
Total 3rd Quarter 2015 Sales – 8 (all PDF)
Total 2015 Sales – 55 (all PDF)
Killshot Files #1
Total 3rd Quarter 2015 Sales – 0
Total 2015 Sales – 31 (all PDF)
KIllshot Files #2
Total 3rd Quarter 2015 Sales – 2 (all PDF)
Total 2015 Sales – 33 (all PDF)
ScreenPlay: The Rehearsal Edition launches October 20, 2015.
If you’re reading this post immediately after it’s been published, there’s only one more week until you can stop reading about what ScreenPlay will be about and try it for yourself. But it’s even better if you’re reading this post AFTER publication because that means the wait will be even less or not at all. Patience is for suckers.
Stories are about more than pacing, action, drama, and more. Without characters, stories are nothing more than descriptions without meaning, actions without purpose, and tension without resolution. Characters are what make stories captivating and connect with the audience. Part of what latches us onto a character is their growth and development as people, whether they learn to overpower their enemies physically or their deepest fears. If a character remains the same at the end of a story as they were in the beginning, the audience loses interest in them and that is why such development remains an important part of ScreenPlay‘s characters too. But how?
So glad you asked. And even if you didn’t, this next instalment of Learn To ScreenPlay’s gonna talk about it anyway through milestones.
Developing A Character, Rewarding A Writer
The key to a successful story in ScreenPlay is moving the story forward by working together with your fellow Writers and the Director, using the material provided to create a logical and exciting tale of heroes, villains, and the people caught between their struggles. As Writers must tell the story through the eyes of their characters, it only makes sense for an experience system common in RPGs to reward players through the development of their characters as it relates to the story and for doing so co-operatively with their fellow players. Milestones are points awarded to Writers for not only playing the game and keeping the story moving, but for doing so in a unique and engaging fashion based on what they’ve created with their characters, be they leads or supporting.
Milestones are handed out by the Director at the end of a scene as they relate to its goals and character motivations, as well as excellent gameplay, use of descriptions, and anything else the Director feels made the scene a memorable experience. The guidelines for awarding milestones are fairly loose as this is a game built on improvisation, but many treatments that will be available in the Rehearsal Edition will showcase some examples for handing out milestones. For example, in the Tracking The Scarab Witch scene in Ironbound (a dark fantasy story of holy warriors tasked with slaying all warlocks and witches), Writers are awarded 1 milestone whenever they can describe their lead character(s) utilizing clues from the previous scene where local village children are killed or captured using the skills and traits established through each character’s potentials and their primary role.
While milestones are awarded in response to character descriptions, these little babies are handed to the Writer playing them. Regardless of which character earned them those milestones, Writers can redeem them for any character in their pool, even those later brought into their fold. The key is milestones are points handed out to the Writers to make their characters stronger and more prominent in the story.
Beefing Up The Heroes
Milestones can be spent over the course of the story to create one of two types of effects: immediate bonuses or long-term increases. To be specific, there are four ways milestones can be spent to improve the chances of survival for any character under a Writer’s control as they exist in Version 1.1 of the Rehearsal Edition.
Increased Maximum Stamina: A Writer can redeem 2 milestones to increase a character’s maximum Stamina by 1.
Conflict Re-Roll: A Writer can redeem 1 milestone to re-roll one of their conflict rolls immediately after it is rolled and before complications (if any) are applied. Whatever the new result, it must be honours and multiple milestones can be redeemed for the same conflict roll.
Step Bonus: A Writer can redeem 1 milestone to gain a one-time +1 step bonus for one of her characters. This must be redeemed on the same turn the step bonus is applied and can only be done once per scene.
Additional Resources: A Writer can redeem 3 milestones to permanently gain an additional resource slot for one of her characters.
Playtesting to date has revealed a lot of Writers plan to use their milestones to increase a lead character’s maximum Stamina, but the temptation to make that suddenly important conflict re-roll complicates this character growth. Which is exactly what they were intended for, but this point assignment is one of the key ingredients for moving forward with a public playtest. How quickly can characters grow in your average ScreenPlay? What is the average number of milestones awarded per scene? Per session? Per story? These are the answer we’re hoping players like YOU can help answer.
While there may be another class in this series of lectures we call Learn To ScreenPlay, this is the final lesson for now. There is only one other way you can learn about this game and that is to download the completely free, totally-up-your-own-discretion download of ScreenPlay: The Rehearsal Edition. In the meantime, we invite you to join in the ScreenPlayers Guild, a Google+ community dedicated to nothing but creating a discussion on what works, what doesn’t, and how to make it better. Hope to see you there.
With only 12 days before the launch of ScreenPlay‘s Rehearsal Edition, it seemed a good time to update everyone on the state of things and where the playtest stands at this very moment.
First, the promotional wheels have begun to spin as the Warden (OK, me) spoke about the game and exposed his true feelings about Michael Fassbender on the Dr. Tom the Frog show.
As for the release itself, there are a couple of areas to explore and we’ll take a look at each of them individually.
The Playtest Itself
ScreenPlay‘s editor, Vincent Harper, has completed his edits for the current draft (version 1.1) and submitted revisions based on his suggestions and in response to some additional alpha testing conducted over the weekend. (To that end, big thanks to Matthew, Jake, Darina, Matlock, and Fraser for writing a great story of Ironbound: The Curse of the Scarab Witch at Capital Gaming Expo on Saturday. Your input and outcomes definitely helped create a sharper version for everyone to enjoy on the 20th.) There are a couple of mechanical aspects under review for different reasons and I’m debating leaving them in as optional rules or leaving them inserted with everything else to see how they hold up in beta playtesting. Decisions, decisions.
There’s also the matter of expanding the third act of the Rehearsal Edition, which is the advice chapter for Directors (or Gamemasters). Reading some comments, posts, and shares about this game has given me some concerns about whether the game will meet certain expectations and I want to make sure those expectations will be met. For example, quite a few people have compared the concept of the game to Primetime Adventures, a story game in which players develop a TV series and play out the story arcs of characters across an entire season. It’s a flattering comparison and while it may be personal last minute jitters, I want to make sure anyone who expects to find similar themes from that game will be happy. The mechanics of ScreenPlay focus on the storytelling and gameplay, but it’s the actions of the Director that make it cinematic. Once I know those tools are clearly delivered, I can breathe a sigh of relief.
The ScreenPlayers Guild
Discovering how Writers, Directors, and casual readers feel about the game is the key to a successful playtest and there will be two means of accessing that input. First, each draft of the Rehearsal Edition will include three surveys, one for the three levels of participation (reading the game or playing as a Writer or Director). Second, there will be an G+ community for everyone to get together and share their comments publicly, ask questions for myself and other players, hang out, maybe start up a play-by-post game. Either way, the ScreenPlayers Guild is a way to connect with other playtesters and I encourage anyone who’s thinking about giving this a whirl to sign up now and receive 1 bonus playtest point if you join before October 20th.
What’s a playtest point? I’m glad you asked.
Playtest Points
Simply asking nicely doesn’t always do the trick, not when there are so many different games to play and so many released on a weekly basis. What we needed was to offer an incentive and that’s where playtest points come in. Anyone who provides feedback on any of the various drafts or shares a link to a draft during these 16 weeks will earn playtest points. The more points you earn, the greater your reward will be at the end. Get your name listed as a playtester in the finished product, earn PDF copies, even unlock additional adventures to playtest. And the top five people will unlock free print copies of ScreenPlay: The Director’s Cut. While I had hoped to share the current point structure with everyone, there are still come adjustments underway and it’s probably best to wait until the Rehearsal Edition launch to see for yourself.
#ScreenPlayRPG
Maximizing the number of playtesters means spreading the word and that’s where we could use YOUR help. Hence the #ScreenPlayRPG hashtag. Anyone who shares a link, posts on their blog or Facebook page, tweets, or whatever will earn 1 playtest point. That’s enough to get you credit in the finished product alone. And we’d love to see your comments, video reviews, and podcasts about it. It’s all about passing it on to the next player.
The response to date has already been rewarding and has given us cause to tighten up a few screws to ensure this first playtest draft is as ready as possible, while still leaving room for flexibility and varied feedback. The clock is counting down and the suspense is building. Soon, it will be out in the world and I will have a stash of paper bags to hyperventilate in or jumping up and down for joy on the wing of a plane 10,000 feet in the air.
ScreenPlay: The Rehearsal Edition launches October 20, 2015.
Before we begin the third instalment of Learn To ScreenPlay, I’d like to draw your attention towards the official Learn To ScreenPlay page of this site and bring out the Learn To ScreenPlay dancers. Ok, that last one’s still waiting on auditions (and a reality check), but the rest is totally true. If this is the first one of these posts you’ve ever seen or perhaps you may have missed one in the past, we’re collecting all these teasers to our upcoming Rehearsal Edition onto one handy, dandy place.
Now on with the show.
Not every character gets to live until the end of the story. Every tale has its share of casualties, sacrificial lambs, and nameless goons who must be defeated in some gruesome fashion for the protagonists to reach the conclusion. Or sometimes it’s a protagonist who’s gotta go to add suspense to the plot. In a game like ScreenPlay, how do you determine who concludes their journey down the rabbit hole you and your fellow Writers have created? With Stamina, of course.
It’s All About Your Stamina
Stamina is very much akin to (and yet nothing like) the standard hit points you see in many roleplaying games. Each character has a maximum number of points in the beginning that are dwindled down and refreshed as the story progresses until they either reach zero and are no longer involved in the story or the story reaches the end and everyone’s happy. (Note: This can assume the character dies, but is not always the case. How a character is removed from the story remains in control of the player who dropped them down to 0 Stamina.) Whenever someone takes damage from a conflict roll, it’s Stamina that’s depleted. Survive until the end of a scene and you can recover half of your current Stamina (yet no more than your maximum amount), keeping you ready to continue on for yet another scene and bring you one step closer to the end. Pretty standard fare, but now this is where things get interesting.
Stamina also allows your character room to cheat. Certain options are available to lead and supporting characters (but not extras; they’re not supposed to stick around long enough to make it worth the effort) wherein they can cut in line and offer a description before they are chosen, increase your conflict roll by one, smack someone back even when they’ve already provided a description and more. You can get through a scene (or an entire story) without using these cheats, but if you want to use them, it’ll cost you. For each of the cheats provided below, you must spend 1 Stamina from that character’s reserve. Cheat too often and it’ll backfire on you if they dish our major damage on an even-numbered roll… and that’s the point. It’s a tempting offer and just like any deal with the Devil, you have to be prepared to pay the price for your greed.
Shift: You can spend 1 Stamina to increase or decrease the result of a die roll (either one you rolled or one rolled against you) by 1. For example, if an opponent rolls a 6 on their conflict roll, you can spend 1 Stamina to reduce it to a 5 and at least only suffer a minor complication.
Interrupt: A character who has yet to act in the current round can spend 1 Stamina to cut in line. The player can choose whether they want to interrupt before another player is chosen or before or after a character’s description is provided.
Retaliate: Immediately following a conflict roll, regardless of its outcome, a player can spend 1 Stamina for the targeted character to make a conflict roll of their own against the same opponent.
Remove a Minor Complication: You can spend 1 Stamina to remove a minor complication with one detail instead of a full description.
And to answer the immediate question, lead characters start with a story with 15 Stamina, supporting characters start with at least 7 Stamina (if they’re designed for a Writer; Directors have flexibility to take it as high as 50 Stamina for those truly bad-ass villains), while extras never have more than 3 Stamina (and can never use the cheats mentioned above).
Taking It To Another Level
But is that as much Stamina as you’ll ever have to work with? Not by a long shot, it simply depends on how faithful you are to the development of the story, your characters, and the spirit of gameplay. It is entirely possible for characters to increase their maximum Stamina through the collection of what’s called milestones… and that’s where we introduce a cliffhanger. Next time, we’ll discuss these points and how they help keep everyone on the same page.