Crowdfunding Avoidance
April 5, 2026
As noted over on the SEP site, I have projects that might not get released because I need to crowdfund to get sufficient funds, and I’m not willing to jump into another crowdfunding campaign right now.
Part of that is the effort needed to succeed at that. Effort in developing and writing TTRPGs is one thing—that’s fun for me. I enjoy it. Effort at all the biz stuff needed to get those TTRPGs and supporting products out? Not as much fun.
But that’s not the major reason I’m hesitant to embark on another crowdfunding campaign. I really don’t like crowdfunding because it is a constant reminder of my mediocre status. I assure you, I don’t need that. During a crowdfunding campaign, it is a constant fight to get enough money to get a product out in a professional manner, and that feels like a reflection or a judgement on me. I lack popularity and therefore I lack reach. Whatever the reasons for that lack of popularity (and there are many), I can’t help but feel it’s a reflection of my value as a designer. But without crowdfunding—and subjecting myself to the implied judgement that comes with it—I can’t get the funds to properly publish my stuff.
At a minimum, anything I publish as a physical product needs an index. A physical product also needs to get edited—I can easily update a PDF you bought, how I do I replace your print copy with the updated version, other than eat the cost of another print book or ask you to do it?
In this world of AI slop, I also want to commission some original art and pay a half-decent amount for it.
All this means that Kiss My Axe II—a couple of years of development and writing—won’t be released any time soon because I don’t want to offer up my ego for a drubbing if I don’t have to. And since no one’s life depends on Kiss My Axe II getting out, I don’t have to.
That sucks, but I’ll live with it.
This may be one of the reasons I like doing “ashcan” versions of things. Some sort of pre-release. It gets it out there a little at least, and you’ll get some kind of feedback.
Which is a great idea. How do you disseminate the ashcan? For me, it’s still an issue of finding an audience for the ashcan and getting feedback.
Well I do have an unfair advantage in that I am at a booth about a dozen times a year and can have my latest ashcan alongside many other games. Even seeing how people interact with it can be valuable.
Getting people to give specific feedback can be tough, but emails and a short survey will occaisionally get you something.
In general Fraser, happy to have a few copies of one of your’s at our booth! You’re an initial publisher from the Compose Dream Games marketplace launch and we want to support you, cause we wouldn’t be here without your trust.