Hello! My name is Bradley Crouch. You found my Patreon. Prepare to read.
What Is Interjection Games?
Interjection Games is a one-man operation that has been all about building new systems and fixing old systems since hitting its stride back in 2013. The way I see it, people like options, and those who have played The Pathfinder Roleplaying Game for more than a few months will likely lose interest fairly quickly when presented with yet another Vancian caster or gish. Instead, I do things like the following.
- A squad commander / inventor who designs and deploys up to four robotic minions at once (the tinker)
- A quirky inventor described by one reviewer as what happens when one class gets its hands on the iconic toys of most of the Batman villains
- A redesigned, functional truenamer
- Shadow magic built from the ground up with both caster and "shadowdancer/monk/assassin" base classes (the antipodist and the edgewalker)
- A class built around the production and consumption of artisinal beers and wines, complete with brewing time based on yeast strain (the brewmaster)
- An entire subsystem based around a warlock "mana bar" chassis with a cosmic flavor (the ethermancer, the ethermagus, and the etherslinger)
If you can say, "I don't always try a new class, but when I do, it has its own spellbook," then we'll get along splendidly!
Of course, given the lingering business model of the pre-internet roleplaying game industry, it's a bit of a struggle to get established in this day and age. Let me explain.
In the 1980s and into the 1990s, the roleplaying game industry revolved around the distributors. The internet was still in its infancy, and the best ways of learning what was new in the world of roleplaying were to look over the shelves of the Friendly Local Game Store or to ask your friends. The store owners, for their part, were at the mercy of the distributor's catalogs, and those game stores tended to fill with what the distributors tried to push. The fact that distributors needed to look after their own bottom line meant you would be more likely to be pushed by them if you were A: already popular, B: had a large rulebook to give them a large margin of profit per unit sold, and/or C: expanded like clockwork, and creators of games were compelled to follow B and C in an effort to court the distributors to become A. This led to an entire subset of the industry that powercrept or otherwise bloated their systems into oblivion.
With the advent of widespread internet access, this monopoly on information broke in rather spectacular fashion as communities for the sharing of roleplaying game information began to pop up like towns during the gold rush. We roleplayers love to share our ideas. We homebrew and we tinker. We create and we improve. And when it's all over, we head over and talk about it. Today, a successful content creator is expected to have an established home for their fans, and successful collective storefronts are built around models that grab as much traffic as possible, but restrict the outward flow of that traffic.
Having started Interjection Games in one of those collective storefronts, my attempts to grow have been thwarted several times now by a signed document that makes meaningful interaction with half of my customer base almost impossible. The only way to move forward is to build a new business model that cuts out the middleman and allows for direct contact between creator and fan.
And isn't cutting out the middleman and establishing a direct, symbiotic rapport with your fanbase what every artist wants?
How this Works
Patreon is like a subscription. In my case, it would be you giving me the thumbs up and saying that you're comfortable enough with the Interjection Games brand to commit to slapping $X down for each new sizable chunk of content I make, be it a base class with spellbook, a new items compendium, or whatnot.
Creators of content have the option to ask for monthly payments or "per creation" payments from their patrons. With the latter, backers can set a monthly limit, say max $10 per month if the creator really gets gung ho for some reason and spits out multiple products. Given how I can sometimes fight a concept for a month, and other times I get a fantastic idea written and out the door in four days, "per creation" is the method that Interjection Games will use.
The huge benefit here is that an established Patreon creator can treat each of his releases like a mini-Kickstarter and have a project budget of crowdsourced dollars in hand that can be used to add art to the product, or even just give the creator the assurance that he won't end up homeless if he spends another week making sure all the mechanics line up. Further, as Patreon is effectively neutral ground, for they have nothing to gain by finding ways to squelch my interaction with those who enjoy what I do, the ever-so-important one-on-one interaction between creator and customer base becomes possible without restriction.
What I Promise to Deliver
Fun, Unique Content - I am the single most-nominated game author for reviewer Endzeitgeist's top 10 of 2014, and I don't see that quality dipping anytime soon. If I put something out, it's going to be fun. And if it's not, you can always poke Patreon for a refund on that one. We're easy like that.
Higher Quality Products - As a growing Patreon begins to allow more breathing room, I can invest some of those dollars into art, layout, feeding me while I crank out more content per release, physical copy availability, and other bells and whistles that make the next release bigger and better!
Personal Interaction - Some of the very best stuff ever to be released under the Interjection Games label was not my idea to start. For that reason alone, the Ratatouille "Anyone can cook!" effect, it behooves us to talk and listen to one another. Also, you're rather keeping me alive, so there's this whole duty thing going on. Trust me; the secret isn't talking to me, but rather getting me to shut up. You'll either love it, think I'm nuts, or both.
Once we hit a couple dozen patrons, I'll even open up a subreddit for the wholesale slinging of ideas and comments. It'll be fun!
So then, gents, I believe this is the beginning of a beautiful friendship. Let's get to work, shall we?