In light of the Kickstarter campaign for the new edition of Call of Cthulhu from Chaosium Games, I sent the company an email with some questions about the campaign and the changes to the game. These are the answers that I received from Chaosium's Charlie Krank:
Chaosium seems to have jumped into the Kickstarter paradigm pretty wholeheartedly. For an established company like Chaosium, does that come with any risks to the established distribution channels and do the benefits outnumber the risks?
We have not jumped in wholeheartedly at all. Our current Kickstarter is only our second campaign and we have a third planned for the future, but Kickstarter is another way for us to publish our books. Usually we must print a book, convince a distributor to carry it, who then convinces a retail store to buy it, who sells it to our fans. With Kickstarter we reverse the flow of interest; we directly interact with our customers who end up with a book they want. Their energy and excitement then flows to the store owner and up to the distributor.
Do you worry that you might be taking some of the audience from gaming stores with a successful Kickstarter? If enough of your existing audience is buying the game directly from Chaosium, where does that leave the stores?
Of course. There have been similar worries throughout the history of roleplaying and in many other industries. After MAGIC was released, many distributors worried that WOTC would go direct to the retailers. Similar worries accompany the proliferation of downloadable books vs. print books. Wise stores do what successful stores have always done: focus on customer service and product knowledge.
Also, the potential market for a product is not defined by the whole of the Kickstarter audience. In the end, both we and the customers build a better product that will eventually hit the "normal" distribution chain, and should be more attractive to all customers.
What sorts of changes to their approaches to publishing does a company like Chaosium face when dealing with something like Kickstarter? Have there been speedbumps in the process for you guys, and if so what have they been?
Kickstarter result in changes and improvements to a project. Having published roleplaying games and supplements for many years, we understand that these are complex projects. For example, our BEYOND THE MOUNTAINS OF MADNESS campaign was the result of ten years of effort.
There always are speed bumps, and I think that is where your skill comes into play--mitigating the delaying effects of such bumps.
Call of Cthulhu is one of the oldest tabletop RPGs that have been in continuous publication. Most of the contemporaries in RPG publishing for Chaosium have either faded away, changed hands or disappeared completely. A lot of people are asking why a game like this has to change. What do you say to those questions?
For a product such as a roleplaying game to survive for more than 30 years in this marketplace it needs to be refreshed occasionally. It has been almost 12 years since the last edition of Call of Cthulhu was published. The new edition streamlines some of the combat rules and opposition rolls.
What are some of the changes that have been made to the game for this new edition? Can you also explain some of the reasons behind why these changes have been made?
As always, our primary consideration is telling a good story and having fun. We try to keep our rules intuitive and out-of-the-way of the Keeper's narrative. We noticed that the system occasionally results in "no-effect" combat rounds; so we tried to smooth combat just a bit. We extended the use of some mechanics already used in the game, making them more consistently-applied.
Besides a successful Kickstarer, what would make a game like Call of Cthulhu of interest to newer gamers? When the game first came out, there wasn't much in the way of horror gaming but now there is a lot more competition in the market. What sets this new edition apart from other games out there?
Call of Cthulhu is, first and foremost, a game in which ordinary people are thrust into extraordinary, and sanity-threatening, situations. The thrill comes from seeing if your character, lacking the powers, magic, and armor of (essentially) super-hero knights and wizards, can prevail against superhuman enemies. Lacking the accoutrements of the high-powered roleplaying systems, your sense of achievement is the greater should your characters prevail. I think this results in a more memorable, and satisfying, roleplaying experience.
You have set a tight window for publishing the new edition. Do you have any worries that you will be late?
Yeah, it is tight. I had hoped to begin it a month or two ago but life events intervened. I always worry that books will be late, but the rules have been written and in revision for more than a year, so we have been working up to this point. What we need to know is the final shape of the books. It is fun to work with the fans, to learn what is important and fun for them, and to try to surprise them in the end.
Besides, what would be a better release day than Halloween?
Chaosium seems to have jumped into the Kickstarter paradigm pretty wholeheartedly. For an established company like Chaosium, does that come with any risks to the established distribution channels and do the benefits outnumber the risks?
We have not jumped in wholeheartedly at all. Our current Kickstarter is only our second campaign and we have a third planned for the future, but Kickstarter is another way for us to publish our books. Usually we must print a book, convince a distributor to carry it, who then convinces a retail store to buy it, who sells it to our fans. With Kickstarter we reverse the flow of interest; we directly interact with our customers who end up with a book they want. Their energy and excitement then flows to the store owner and up to the distributor.
Do you worry that you might be taking some of the audience from gaming stores with a successful Kickstarter? If enough of your existing audience is buying the game directly from Chaosium, where does that leave the stores?
Of course. There have been similar worries throughout the history of roleplaying and in many other industries. After MAGIC was released, many distributors worried that WOTC would go direct to the retailers. Similar worries accompany the proliferation of downloadable books vs. print books. Wise stores do what successful stores have always done: focus on customer service and product knowledge.
Also, the potential market for a product is not defined by the whole of the Kickstarter audience. In the end, both we and the customers build a better product that will eventually hit the "normal" distribution chain, and should be more attractive to all customers.
What sorts of changes to their approaches to publishing does a company like Chaosium face when dealing with something like Kickstarter? Have there been speedbumps in the process for you guys, and if so what have they been?
Kickstarter result in changes and improvements to a project. Having published roleplaying games and supplements for many years, we understand that these are complex projects. For example, our BEYOND THE MOUNTAINS OF MADNESS campaign was the result of ten years of effort.
There always are speed bumps, and I think that is where your skill comes into play--mitigating the delaying effects of such bumps.
Call of Cthulhu is one of the oldest tabletop RPGs that have been in continuous publication. Most of the contemporaries in RPG publishing for Chaosium have either faded away, changed hands or disappeared completely. A lot of people are asking why a game like this has to change. What do you say to those questions?
For a product such as a roleplaying game to survive for more than 30 years in this marketplace it needs to be refreshed occasionally. It has been almost 12 years since the last edition of Call of Cthulhu was published. The new edition streamlines some of the combat rules and opposition rolls.
What are some of the changes that have been made to the game for this new edition? Can you also explain some of the reasons behind why these changes have been made?
As always, our primary consideration is telling a good story and having fun. We try to keep our rules intuitive and out-of-the-way of the Keeper's narrative. We noticed that the system occasionally results in "no-effect" combat rounds; so we tried to smooth combat just a bit. We extended the use of some mechanics already used in the game, making them more consistently-applied.
Besides a successful Kickstarer, what would make a game like Call of Cthulhu of interest to newer gamers? When the game first came out, there wasn't much in the way of horror gaming but now there is a lot more competition in the market. What sets this new edition apart from other games out there?
Call of Cthulhu is, first and foremost, a game in which ordinary people are thrust into extraordinary, and sanity-threatening, situations. The thrill comes from seeing if your character, lacking the powers, magic, and armor of (essentially) super-hero knights and wizards, can prevail against superhuman enemies. Lacking the accoutrements of the high-powered roleplaying systems, your sense of achievement is the greater should your characters prevail. I think this results in a more memorable, and satisfying, roleplaying experience.
You have set a tight window for publishing the new edition. Do you have any worries that you will be late?
Yeah, it is tight. I had hoped to begin it a month or two ago but life events intervened. I always worry that books will be late, but the rules have been written and in revision for more than a year, so we have been working up to this point. What we need to know is the final shape of the books. It is fun to work with the fans, to learn what is important and fun for them, and to try to surprise them in the end.
Besides, what would be a better release day than Halloween?