{"id":5329,"date":"2017-05-30T11:44:51","date_gmt":"2017-05-30T18:44:21","guid":{"rendered":"https:\/\/www.backerkit.com\/blog\/guides\/post-campaign-guide\/chaptet-11-a-qa-with-jamey-stegmaier\/"},"modified":"2021-04-15T07:22:41","modified_gmt":"2021-04-15T14:22:41","slug":"chapter-11-a-qa-with-jamey-stegmaier","status":"publish","type":"page","link":"https:\/\/www.backerkit.com\/blog\/guides\/post-campaign-guide\/chapter-11-a-qa-with-jamey-stegmaier\/","title":{"rendered":"Chapter 11: A Q&#038;A with Jamey Stegmaier"},"content":{"rendered":"<p><span style=\"font-weight: 400;\">For some creators, Kickstarter isn\u2019t simply a way to bring products to life \u2013 it\u2019s a tool for market validation. But going to market can be a complicated process, especially for first-time creators. Questions abound. <\/span><\/p>\n<p><span style=\"font-weight: 400;\">How do you formulate a retail distribution strategy? Should you sell your product on Amazon? How do you go about determining a retail price?<\/span><\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-large wp-image-5373\" src=\"https:\/\/www.backerkit.com\/blog\/wp-content\/uploads\/2017\/05\/stegmaier--1024x433.jpg\" alt=\"\" width=\"1024\" height=\"433\" srcset=\"https:\/\/www.backerkit.com\/blog\/wp-content\/uploads\/2017\/05\/stegmaier--1024x433.jpg 1024w, https:\/\/www.backerkit.com\/blog\/wp-content\/uploads\/2017\/05\/stegmaier--300x127.jpg 300w, https:\/\/www.backerkit.com\/blog\/wp-content\/uploads\/2017\/05\/stegmaier--768x324.jpg 768w\" sizes=\"auto, (max-width: 1024px) 100vw, 1024px\" \/><\/p>\n<p><span style=\"font-weight: 400;\">We spoke to <\/span><a href=\"https:\/\/twitter.com\/jameystegmaier\" target=\"_blank\" rel=\"noopener noreferrer\"><span style=\"font-weight: 400;\">Jamey Stegmaier<\/span><\/a><span style=\"font-weight: 400;\">, a veteran game designer and verifiable crowdfunding expert, to get his advice. He has raised a total of $3.2 million on Kickstarter over eight campaigns, and provides invaluable advice to the crowdfunding community on his <\/span><a href=\"https:\/\/stonemaiergames.com\/\" target=\"_blank\" rel=\"noopener noreferrer\"><span style=\"font-weight: 400;\">blog <\/span><\/a><span style=\"font-weight: 400;\">and in his book, <\/span><a href=\"https:\/\/www.amazon.com\/Crowdfunders-Strategy-Guide-Business-Community\/dp\/1626564086\/ref=sr_1_1?s=books&amp;ie=UTF8&amp;qid=1427777318&amp;sr=1-1&amp;keywords=a+crowdfunder%27s+strategy+guide\" target=\"_blank\" rel=\"noopener noreferrer\"><span style=\"font-weight: 400;\">A Crowdfunder\u2019s Strategy Guide<\/span><\/a><span style=\"font-weight: 400;\">. \u00a0He is also the designer of the tabletop games Viticulture, Euphoria, Scythe, and Charterstone.\u00a0<\/span><\/p>\n<p>Stegmaier generously provided us his insights and experiences on bringing products to market.<\/p>\n<p><b>What are the pros and cons of selling your product on your own website versus selling on Amazon or other online vendors?<\/b><\/p>\n<p style=\"padding-left: 30px;\">At Stonemaier Games, our strategy for selling on various websites has evolved over time. There were periods where I used PayPal, Shoplocket, Celery, and Shopify on our website, sometimes in various configurations. There were about two years where we did most of our Kickstarter fulfillment through Amazon, so we sold excess inventory through Amazon as well. And there were times where selling products directly to consumers was a big part of our strategy, but it\u2019s less than 1% of our sales.<\/p>\n<p style=\"padding-left: 30px;\">Pros: The main advantages of selling your product on your website are (a) search engines are more likely to direct people to your website if it\u2019s already the main destination, (b) you can feature your full product line all in one place, and (c) you have full control over the way your content is presented.<\/p>\n<p style=\"padding-left: 30px;\"><span style=\"font-weight: 400;\">Cons: Amazon has the 14th most-visited website in the world. Even if you get a lot of traffic on your website, it\u2019s not going to come close to Amazon. Your product is simply easier for people to discover and buy on Amazon.<\/span><\/p>\n<p><b>What are the most common mistakes creators make when trying to shift their product into the retail market?<\/b><\/p>\n<p style=\"padding-left: 30px;\"><span style=\"font-weight: 400;\">Among many other mistakes, one, in particular, I learned a few years ago while trying to both sell to consumers and sell to retailers. Instead of selling one of our games at MSRP on the Stonemaier website and Amazon, I tried to price match with online retailers. I was mistakenly viewing them as competitors instead of customers. I quickly changed this strategy.<\/span><\/p>\n<blockquote style=\"padding-left: 30px;\">\n<p style=\"padding-left: 30px;\"><span style=\"font-weight: 400;\">When creators shift their product into the retail market, you have to make a key decision: Do I want to continue to try to sell to hundreds or thousands of individual customers via e-commerce, or do I want to focus on having a few clients (distributors) who buy hundreds of games at a time? <\/span><\/p>\n<p style=\"padding-left: 30px;\"><span style=\"font-weight: 400;\">I\u2019ve seen companies use one or the other separately, but rarely both.<\/span><\/p>\n<\/blockquote>\n<p style=\"padding-left: 30px;\"><span style=\"font-weight: 400;\">The other big mistake I\u2019ve experienced and have seen from other creators is that they make far too many or far too few products for retail. It\u2019s really hard to estimate that sweet spot, so my recommendation is to get as much information as you possibly can when you\u2019re deciding how many retail units to make. Post polls on social media, reach out to peers in the industry, and talk to retailers and distributors. The more information you have to inform the size of a retail print run, the better.<\/span><\/p>\n<p><b>How has your distribution strategy changed since starting on Kickstarter?<\/b><\/p>\n<p style=\"padding-left: 30px;\"><span style=\"font-weight: 400;\">For most of my Kickstarter campaigns, I used the same overall strategy for the budget: Any funds raised in excess of the cost of making and shipping games to backers would go towards retail products. So, for example, Scythe raised $1.8 million on Kickstarter. There were 21,000 copies of Scythe ordered during the campaign. Scythe is expensive to produce and ship, so I was left with enough funds to afford 5,000 retail copies of Scythe for the original print run.<\/span><\/p>\n<p style=\"padding-left: 30px;\"><span style=\"font-weight: 400;\">Just over 100 of Scythe\u2019s backers were retailers, which was great, and after Scythe I decided to shift almost entirely to a distribution\/retailer strategy. That is, Stonemaier no longer uses crowdfunding to launch new products. Rather, I use other methods to gauge demand, improve the product, raise awareness, and building community. When I reprint a product or make something new, I sell it to a dozen or so distributors instead of thousands of individual people. <\/span><\/p>\n<p style=\"padding-left: 30px;\">So even though direct transactions between me and a consumer are rare, the shift has vastly freed my time to interact with those people.<\/p>\n<p><strong>How did you determine retail prices?<\/strong><\/p>\n<p style=\"padding-left: 30px;\"><span style=\"font-weight: 400;\">I use a 5x multiplier on manufacturing cost, rounding down to what I consider a marketable price. For example, one copy of Viticulture costs about $12 to make, so the MSRP is $60. <\/span><\/p>\n<p style=\"padding-left: 30px;\"><span style=\"font-weight: 400;\">This may seem like a gross inflation, but most distributors purchase games at a 60% discount, so a distributor pays me $24 for a copy of Viticulture. After freight shipping and brokerage fees, that\u2019s about an $8 profit per copy of Viticulture.<\/span><\/p>\n<p><b>With the benefit of hindsight, is there anything you would have done differently?<\/b><\/p>\n<p style=\"padding-left: 30px;\"><span style=\"font-weight: 400;\">Yes! Many, many things. Though many of them have happy endings. In fact, one of my biggest regrets ended up resulting in an entire product line for Stonemaier.<\/span><\/p>\n<p style=\"padding-left: 30px;\"><span style=\"font-weight: 400;\">On the Euphoria campaign, I offered a Kickstarter exclusive stretch goal enhancement of realistic resource tokens: gold, stone, and bricks that were crafted to look and feel like smaller versions of the real thing. Backers seemed to really enjoy these components, and so did their friends. I started getting a number of e-mails from people asking me if they could buy the realistic resource components.<\/span><\/p>\n<p style=\"padding-left: 30px;\"><span style=\"font-weight: 400;\">But because I had put the \u201cKickstarter exclusive\u201d label on those components, out of respect for the pact I had with my Euphoria backers, I had to say no to those requests. And it really started to weigh on me. The reason I create board games is to bring joy to people and to include them in this wonderful hobby, not exclude them. So it\u2019s one of my biggest regrets to have put the \u201cKS exclusive\u201d label on those components, and I pledged to never do that again.<\/span><\/p>\n<blockquote>\n<p style=\"padding-left: 30px;\"><span style=\"font-weight: 400;\">In the end, I decided to respect backers by throwing away the expensive molds we used to forge those realistic components, and we decided to create an all-new line of products called Stonemaier Games Treasure Chests. <\/span><\/p>\n<p style=\"padding-left: 30px;\"><span style=\"font-weight: 400;\">I\u2019ve had a ton of fun creating those tokens over the last few years with sculptor Scott Wadyko, and now we sell them individually through Top Shelf Gamer.<\/span><\/p>\n<\/blockquote>\n<p><b>What sort of marketing strategies should creators have in place to drive sales and expand their customer base after their campaign is over?<\/b><\/p>\n<p style=\"padding-left: 30px;\"><span style=\"font-weight: 400;\">Here are a few things we\u2019ve done at Stonemaier that seem to work:<\/span><\/p>\n<p style=\"padding-left: 30px;\"><span style=\"font-weight: 400;\">When a project ends, we use Kickstarter\u2019s Spotlight feature to update certain aspects of the project page. Most importantly, I change the button at the top of the project page to take people directly to the \u201cBuy\u201d page on our website.<\/span><\/p>\n<ul>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">I have a home base for all Stonemaier-related content (<\/span><a href=\"http:\/\/www.stonemaiergames.com\/\" target=\"_blank\" rel=\"noopener noreferrer\"><span style=\"font-weight: 400;\">www.stonemaiergames.com<\/span><\/a><span style=\"font-weight: 400;\">). Perhaps the most important marketing strategy for the website is that it\u2019s where people can sign up for our e-newsletter, which I believe is the most invaluable device for conveying information to potential customers.<\/span><\/li>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">We now have Facebook groups for each of our brands (Scythe, Viticulture\/Tuscany, Between Two Cities, etc). These provide little pockets for people who love or are interested in those games to talk about them, share photos, ask questions, etc. I\u2019m very active in those groups, so they offer a platform for the personal touch I tried to create on Kickstarter.<\/span><\/li>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">I send a special e-newsletter just to distributors and retailers every one to two months to let them know what we have in stock, what\u2019s arriving soon, and what we\u2019re working on. I\u2019ve found that retailers are fantastic ambassadors if they have information, so I\u2019ve sought to give them that information on a regular basis.<\/span><\/li>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">Reviewers are one of our best marketing tools, so we send out a number of games to reviewers when they\u2019re available.<\/span><\/li>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">Other than our annual charity auction, Stonemaier hardly ever does contests, raffles, or giveaways. However, I\u2019ve found that we get a fantastic return on investment on play-and-win sections at conventions. That\u2019s when people can check out a game from a specific section of the library and write down their name on a piece of paper associated with that specific game. At the end of the convention, one name is drawn for each game. We often see that hundreds of people invest their time in learning and playing play-and-win games, so the chances they\u2019ll purchase the game (if they don\u2019t win it) are significantly higher than before.<\/span><\/li>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">Overall, my favorite marketing tactic is to give people reasons to get a game to the table, whether it\u2019s through promos, expansions, downloadable variants, etc. The more often a game hits the table, the greater the chance that someone will play it for the first time and will be compelled to invest in a copy for themselves.<\/span><\/li>\n<\/ul>\n<p>&nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>For some creators, Kickstarter isn\u2019t simply a way to bring products to life \u2013 it\u2019s a tool for market validation. But going to market can be a complicated process, especially for first-time creators. Questions abound. How do you formulate a retail distribution strategy? Should you sell your product on Amazon? How do you go about [&hellip;]<\/p>\n","protected":false},"author":8,"featured_media":0,"parent":5293,"menu_order":10,"comment_status":"closed","ping_status":"closed","template":"page-guide-chapter.php","meta":{"_acf_changed":false,"footnotes":""},"class_list":["post-5329","page","type-page","status-publish","hentry"],"acf":[],"yoast_head":"\n<title>Chapter 11: A Q&amp;A with Jamey Stegmaier | BackerKit<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/www.backerkit.com\/blog\/guides\/post-campaign-guide\/chapter-11-a-qa-with-jamey-stegmaier\/\" \/>\n<meta name=\"twitter:card\" content=\"summary_large_image\" \/>\n<meta name=\"twitter:title\" content=\"Chapter 11: A Q&amp;A with Jamey Stegmaier | BackerKit\" \/>\n<meta name=\"twitter:description\" content=\"For some creators, Kickstarter isn\u2019t simply a way to bring products to life \u2013 it\u2019s a tool for market validation. 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