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.

Thanks for joining me.

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? 

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