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"Kick Starter Project- how to get started" Topic


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Comments or corrections?

lancslad07 Mar 2013 12:01 p.m. PST

Dear All,

new to the notion of Kick Starter projects but warming to the idea

So how would I develop a kick starter project for a new range of historical figures?

Any advice, suggestions or help would be appreciated

cheers
Chas

Meiczyslaw07 Mar 2013 12:09 p.m. PST

First off, there's a new Crowdfunding board here.

Secondly: don't expect to KS vaporware. You actually have to show some product before anybody will give you money -- both so that they can decide that they like your style, and to prove to them that you can do the work. It doesn't have to be a complete range -- that's what the stretch goals are for -- but it has to be enough to say, "give me X amount of money, and I'll get you production versions of these prototypes."

If you hit stretch goal Y (where Y > X) then add figures to the range.

Also, if you're not already in the casting business, you'll need to line up your actual manufacturer. You'll want lawyers and contracts before you even start the KS.

Lord Raglan07 Mar 2013 12:33 p.m. PST

I think kick starter is a dodgy concept and I am pretty sure that sooner or later people are going to get stung.

Raglan

Marcus Maximus07 Mar 2013 1:22 p.m. PST

I concur with Lord Raglan.

Now, where was I oh yes, need to invest in that Ponzi scheme abroad……

Tango India Mike07 Mar 2013 4:33 p.m. PST

While there is plenty of great projects on Kickstarter I've always thought it has something dotcom bubbl-ish about it…
So I also concur with Lord Raglan

PJ Parent07 Mar 2013 4:56 p.m. PST

If you stick with companies you think you can trust on products that they show a reasonable plan for and invest money you really don't care if you loose then it's all good.

PJ Parent07 Mar 2013 5:04 p.m. PST

… Back to the question. For a historical range I think you need to show some figures from both sides and have levels that work for different types of gamers. Skirmish gamers only need a small group from each side and for those who love huge battles will need tons. You will need to show progress while the Kickstarter runs.

RJ Andron07 Mar 2013 7:53 p.m. PST

In addition to all of the above suggestions, you will need to have your fan base developed before you even think of setting up a kickstarter. That means building up online relationships with communities and hearing their needs and wants.

I have seen kickstarters fail because the project was poorly publicized, goals were unrealistic, or the rewards/incentives to preorder (let's call it what it is, it's not an investment). Plan it out carefully, based on what your intended customers want.

LEGION 195007 Mar 2013 8:59 p.m. PST

IMHO,Raglan is right! Mike Adams

Lion in the Stars07 Mar 2013 9:47 p.m. PST

I've definitely seen kickstarters fail, for the reasons RJ Andron posted.

The other thing to keep in mind is project bloat. Sedition Wars saw a bit, and OGRE just flat went nuts. You need to keep your stretch goals far enough apart to afford the extra work and funding on your end that they involve.

I'd suggest making the initial funding goal cover 1-2 full spincaster molds at whatever your production facility is going to be. Then, when you meet that goal, the first stretch goal is 1) enough additional money to cover another mold, and 2) models that either support the first batch or expand the first range. Look at the Soda Pop Minis Relic Knights kickstarter for a pretty good stepping process.

Andy ONeill08 Mar 2013 3:14 a.m. PST

I have looked at several kickstarters.
None really appealled to me.
The latest and closest was a line of goblin types.
I thought the guy wasn't discounting them enough for the kickstarter.
This is a risk for someone "investing".
I expect a significant discount to offset that risk.
Naturally enough you also want to make SOME profit so make sure you do your sums.

I don't know your background.
At one end of the scale you are a long term sculptor and figure manufacturer well used to all the processes.
At the other end of the scale you are an enthusiastic gamer who knows nothing about the process.
Study everything.
Personally, I would take the same approach as planning a development project since that's what I do.
List the tasks.
Double check these are all the tasks.
Estimate the time and costs in each.
Double check these with whoever is doing them.
What are the critical paths?
What are the risks?
What can you do to offset these?
Essentially for this sort of thing I think that means:
Who does what and for how much?
Get all your ducks lined up.
Build in some contingency.
If sculptor A let's you down or gets sick, who covers?
How much will sculptor B charge and can he actually do the same as A.

Every project I ever worked on which wasn't trivial hit some problems. Every one. Every time you rely on one single supplier or individual you multiply the risks.
You either plan and allow for problems or risk project failure.
I notice a number of these kickstarters over run on delivering their product.
Fine if that's your only kickstarter ever.
You have their money.

The other thing I notice is that these things can be very confusing.
I would advise you to make things clear.
Put your web page together and get a couple of people don't already know what you're selling to take a critical look.
The more idiot proof it is the better.
It's marketing.

Rottenlead22 Mar 2013 4:12 a.m. PST

My tip is to complete as much of the work up front as possible. Get the models sculpted, cast and prototypes complete. Then use the kickstarter as a marketing tool. I have a feeling that the bigger players that are now using kickstarter get all the work done up front, so it is less of a "Give us the money to do this work" (in the traditional crowd sourcing sense) and more about just marketing and letting people think they are getting something unique and first before the common market can get hold of it.

So if you know you are going to get the models produced with or without additional funding I would certainly try to get as much done as possible before you start a kickstarter, otherwise you may find the pressure of delivering the final goods after the project is funded to be a major stressful challenge.

A ran a very small project on the indiegogo platform in the UK last year – Archive Link here: link

My big issue was just finishing the work after the event and I hear from others that it can be tough to meet the deadlines. So give yourself an extra 3 Months on what you might think you need to deliver the goods.

I did actually succeed and get my product out almost on time, however it cost me more than I expected and was a major strain and stress on my time because I am an independent with a full-time day job. Finding time for the extra work in the evenings and weekends impacted me more than I thought it would.

Poniatowski22 Mar 2013 4:25 a.m. PST

Kickstarters are a way that a person can get the capital to create and invest in their company and process… not everyone can get a huge loan or is independantly wealthy.

But LR is correct.. sooner or later, someone will use a KS as a scam and ruin it for everyone else.

Dave Crowell22 Mar 2013 7:01 a.m. PST

I have been burned by Kickstarters that failed to deliver as promised. Some were by circumstances beyond the company's control (a printer who failed to deliver in one case), others seem to have been vapourware.

Others I have had great luck with.

The key is to use KS to fund the actual manufacturing costs of the product, not product development.

For miniatures have greens of a good bit of the range in hand. Use KS to fund getting molds made and figures cast. Having more sculpts done is appropriate for stretch goals, but should not be part of the initial KS.

The two projects hat I have invested the most in, OGRE and deluxe Tunnels&Trolls are both from companies I know and trust. New companies that I don't know get much smaller pledges, regardless of how much I like what hey are offering.

(Phil Dutre)22 Mar 2013 11:58 a.m. PST

KS should not be used to give you a salary so you can start developing a product.
KS should be used to raise the funds so you can bring a well-polished and 90% finished idea or prototype to market.

Stretch-goals and all that are not necessary if you're a small 1-person company. That's something for the big boys.

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