Why Two Weeks? The Case for my Short Kickstarter.
The Two-Week Kickstarter
So, I get these emails, and many have asked the same thing. Why a
two-week Kickstarter? It seems like I could raise more money if the Kickstarter
was longer, no? Well, maybe yes, and maybe no, but in the long run, neither
answer matters. I’ll explain.
Kickstarter advises against a long duration. Although you can
run a campaign for up to 45 days, they don't recommend it. They suggest 30 days,
and that is what I have run for all my game Kickstarters (Warparty, Night of
Man, Old School Tactical, Old School Tactical II, ’65
Squad-level Battles in
Vietnam, and Old School Tactical Reprint.). Those were big projects, and they needed to
raise a significant chunk of change. If you run a campaign for 45 days, things
drag. They always drag in the middle, regardless of the length, but they REALLY
drag in a 45-day campaign. People forget about it, the campaign becomes old
hat, no one pledges.
On the other hand, Kickstarter claims, and I’m testing the
theory with Dark War: Retribution, that shorter Kickstarters generate more of a
sense of urgency. Makes sense, but again that isn’t the only reason I’m doing
this.
Before I run a campaign, I collect all the information
possible. Determine costs, and the potential market. Dark War: Retribution is
relatively inexpensive and so is the optional role-playing game. So, bottom
line, I don’t need a lot of money to make this particular dream come true. Nor
do I need much time—RPG excepted—to fulfill the pledges. Bottom line, that’s
the reason behind the two-weeks. I want to run a campaign with my pledgers that
pops up, gets funded, and gets fulfilled as quickly as possible.
You can pledge for the Dark War: Retribution novel and RPG campaign right here.
Mark H. Walker served 23 years in the United States Navy, most of them as an Explosive Ordnance Disposal diver. He is the owner of Flying Pig Games as well as Tiny Battle Publishing the designer of the aliens-invade-Earth game Night of Man, the Communists invade South Vietnam game, '65, publisher of Old School Tactical, and the author of Desert Moon, an exciting mecha, military science fiction novel with a twist, with plenty of damn science fiction in it despite what any candy-ass reviewer says, as well as World at War-Dark War: Revelation, a creepy, military action, with a love story, alternate history, World War Three novel thing, Everyone Dies in the End, and numerous short stories. All the books and stories are available from Amazon Kindle Direct Publishing right here. Give them a try. I mean, what the hell?
Mark H. Walker served 23 years in the United States Navy, most of them as an Explosive Ordnance Disposal diver. He is the owner of Flying Pig Games as well as Tiny Battle Publishing the designer of the aliens-invade-Earth game Night of Man, the Communists invade South Vietnam game, '65, publisher of Old School Tactical, and the author of Desert Moon, an exciting mecha, military science fiction novel with a twist, with plenty of damn science fiction in it despite what any candy-ass reviewer says, as well as World at War-Dark War: Revelation, a creepy, military action, with a love story, alternate history, World War Three novel thing, Everyone Dies in the End, and numerous short stories. All the books and stories are available from Amazon Kindle Direct Publishing right here. Give them a try. I mean, what the hell?
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