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	<title>Stories You Play &#187; eric mona</title>
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	<description>RPGs and free games for busy gamers!</description>
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		<title>Eric Mona talks RPGs, marketing and more</title>
		<link>http://www.storiesyouplay.com/blog/2010/02/eric-mona-on-rpg-marketing-and-more/</link>
		<comments>http://www.storiesyouplay.com/blog/2010/02/eric-mona-on-rpg-marketing-and-more/#comments</comments>
		<pubDate>Thu, 25 Feb 2010 22:47:10 +0000</pubDate>
		<dc:creator>Matt</dc:creator>
				<category><![CDATA[Other Posts]]></category>
		<category><![CDATA[eric mona]]></category>
		<category><![CDATA[marketing]]></category>
		<category><![CDATA[RPGs]]></category>

		<guid isPermaLink="false">http://www.storiesyouplay.com/?p=166</guid>
		<description><![CDATA[&#8220;You are not going to have much success in any side of this business unless you&#8217;ve got a network of customers who are interseted in buying what you want. You might have the most brilliant one-shot game that has ever been invented, but if nobody knows about it and you don&#8217;t have a way for [...]]]></description>
			<content:encoded><![CDATA[<p>&#8220;You are not going to have much success in any side of this business unless you&#8217;ve got a network of customers who are interseted in buying what you want. You might have the most brilliant one-shot game that has ever been invented, but if nobody knows about it and you don&#8217;t have a way for people to try it out or to know about it, you&#8217;re going to sell probably in the hundreds of copies.&#8221;</p>
<p>&#8220;There are a number of strategies that I think companies can take to figure out how to sell their product ot a large number of people.&#8221;</p>
<p>&#8211; Eric Mona, speaking at Neoncon in February, 2010</p>
<p>His strategies summarized:</p>
<p>1) Use the open game license &#8212; essentially, tap in to the Dungeons &amp; Dragons market. Sell to people who exist and have existing habits.</p>
<p>It may not be what you as a publisher want to do, he says. (Mona mentioned his own company&#8217;s Pathfinder license.)</p>
<p>2) Have an organized play strategy &#8212; a regular groups of people who have an ongoing connection to your game. He mentions Living Greyhawk. Also important for demo type exposure &#8212; e.g. a 4 hour game.</p>
<p>3) You really have to spend at least as much time working on marketing and getting word out as you do on creating, writing and designing the game.</p>
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