Building and Publishing a RPG series in France (fifth and last part)

Fifth and last part of my review of the Esteren adventure. You can find the previous articles here: part 1, part 2, part 3, and part 4.


The Monastery of Tuath

The highlight of the first quarter of 2014 was a new Kickstarter campaign for The Monastery of Tuath. Once more, it was a success with a final result of over $130,000 (!), slightly more than Book 2 – Travels, which previously established the record during the summer of 2013. A huge amount of money for “only” a supplement! Esteren had just reached a new level: since the first Kickstarter of summer 2012, we carried out 6 fundraising campaigns for a total funding of $500,000. For a role-playing game, half a million dollars is a considerable amount of money, and today still, the Esteren series holds the financing record for a French creation. As we will see later, such scores have a certain impact on logistics…

This new result allowed us to finance our first board game. We have also been able to release several resin miniatures made by the highly talented Roberto Chaudon. It was an immense pleasure and an honor to see our favorite characters sculpted by one of the greatest miniature artists!

From Reality to Production Monitoring

I did not know it yet, but the production monitoring of Tuath was going to be very taxing–not for the book itself, but rather for the board game and, to a lesser extent, the minis. Even though I had some experience in crowdfunding, with several successful campaigns under my belt, I had not anticipated how complicated to produce a board game could be. The Black Rose was our first game of this type, and I was about to realize that it was an entirely different sort of process. From designing to manufacturing, we were faced with problems we had never encountered before, and we had to roll with the punches.

For the record, at that time, we had a much bigger board game project in development, featuring a large game board, several dozens of minis, and plenty of counters and cards… A game of management and strategy that would involve the whole Tri-Kazelian peninsula with several possible playstyles, including one replaying the War of the Temple. We'd gone all out! In comparison, The Black Rose was a “small game”: one game board, a deck of cards, and a few counters. Yet, carrying out the project without falling behind too much was a real challenge for us, and it did not go without a hitch. What about the big strategic board game project and everything? Scrapped! I can tell you we are not ready to get into that! Today, the amount of work–and the budget–such a project requires turns out to be beyond our production capacity. It was a lesson we painfully learned during the game-making of The Black Rose. Just look around: Kingdom Death, which gathered over 2 million dollars, is still in development. Of course, it’s a mammoth project on many points. But the lesson is, one must never get ahead of oneself!

At the same time, and even though it proved less difficult, the manufacturing process of the five minis required its share of attention. We were saved by the expertise of Roberto and the Historex workshop, with whom we worked in close collaboration. The Tuath campaign also allowed us to finance a longstanding dream: metal reproductions of the Daols–the currency used in Shadows of Esteren–which meant its share of additional work…

To all this, add the fact that we were making an English AND a French version of Tuath at the same time, since we had opened the subscription to our French-speaking audience so that they may get the limited edition of Tuath and its bonuses. Also,The Black Rose was released in two languages AND with a limited edition in addition to the standard one… Processing the source files, writing of the data sheets, and the manufacturing proved to be a lot to chew! Not to mention the management of transportation, the distribution in the USA and in Europe, etc.

In short, it was a logistical nightmare, which came in addition to all the editorial work required by the ongoing creation of the original series in French. To be honest, many times I thought I would never get to the end of it all and that we were rushing toward our doom: the Titanic was about to sink!

Fight to the Finish

All the work that bringing The Monastery of Tuath and all its bonuses represented was made all the harder by something else: it was all very costly. In particular, the transportation cost was exponential: more backers = more manufacturing volume = higher shipping costs = a higher budget for individual shipments to backers. Though the spending estimates for production proved to be rather accurate (books, minis, board game and Daols), the estimates for the transportation costs based on the former campaigns were not.

All in all, in spite of the huge success of Tuath, the costs were significant and the situation was very clear: we still could not professionalize. It was a bitter pill to swallow, all the more so since the amount of work involved in tracking the manufacturing process was absolutely huge.

Despite this setback, we managed to carry the project to its happy end. Sending The Monastery of Tuath to our backers on time–with The Black Rose, the minis, etc.–was all the more crucial that we had planned to be at GenCon 2014 and to showcase our latest releases. We gave it our all, and this period was very taxing. But I did not go through all of this alone: there was the hard work of Iris, of our layout designer Asami, and of our most dedicated illustrator Gawain, in addition to the steadfast contributions of our translator Clovis, and of his copy-editors, to name but a few. Our efforts were rewarded since the shipping to the backers started shortly before we left for the US and we were able to be at GenCon with the latest Esteren products! Phew!

A New Editorial Project

From the beginning of the year 2014, one of the authors of the Esteren series was assuming more and more responsibilities in the editorial direction: Iris. A very early member of the project, she takes care of an essential set of tasks in addition to carrying on with her work as an author.

As you can imagine as you read this article, the first half of 2014 was very busy. Being in a hurry makes designing and carrying out an editorial project all the more complex. Yet, this work is fundamental to adapt to the new stakes and find solutions to emerging problems.

More than anything else, the organization of a realistic planning was becoming a top priority. It’s a complex issue that concerns all those who follow the path of edition: how to match a realistic release schedule with the economic needs of a company, especially concerning possible wages? It’s very delicate work, and many know that RPG editors are infamous for being late. So how could we plan ahead for the creation a book and deduce a release date, even an approximative one? When you know all the random factors involved, the question seems unsolvable. Yet, without a schedule, there is no way to imagine an ongoing, economically viable activity. What to do then?

Iris and I went over our past work and tried to make some conclusions. The first one was obvious: the books that constitute the series' backbone( the core book (Book 1), the official campaign (Book 3), and The Book of Secrets for Leaders) due to their number of pages (more than 250) and the design work they require, are very hard to fit in a realistic schedule. Book 1 took us four years of work, and so will probably Book 3 and The Book of Secrets. All things considered, even Book 2, whose structure was simpler–basically a big toolbox for Leaders–took a fair amount of time to make, which would have been difficult to foresee. Of course, we could cut the production times, but our approach to Esteren forbids it. The final quality of the books comes before the planning issues. Though this decision means that we give a lot of care to our books, (which must be among the reasons of their success), it goes against the economic reality of a company that needs regularity. However, today still, it’s out of question for me to cut production time to release a book faster. As long as a book needs time, we will make time. You can see how difficult this equation is to solve.

Core Books and Themas

The solution I have thought of is in the end quite simple. Since we cannot make a precise schedule for the biggest books of the series (or since the required time is too long for a company’s economic timing) we may manage to fill the gaps with shorter books. In that regard, The Monastery of Tuath would be our model. After all, this 60-page-book has reached a high level of funding on Kickstarter.

The concept is thus:
  • Core books: numbered books with a hardly predictable release date.
  • Themas: shorter books about a specific theme, along with cross-media content, if possible.

Iris worked the numbers and they showed the following reality: from start to finish, it takes six months to make a Thema. To go from the concept to the release in stores, it seemed like the basic minimum to me.
If we proved up to the task, we could release two books a year. We had our new–last?–hope!

Of course, things were not so simple: some Themas could take more time and rework for research, copy-editing or playtesting. As always, it was out of question for me to cut corners: each Thema had to make sense and be well made. Nothing should be neglected.

Very quickly, Iris and I agreed that it was necessary to work on several books at the same time. I had intuitively begun following this method (with the Thema on occultism, whose realization started during summer 2012), but we had to define things more clearly. Therefore, Iris would work on several Themas at the same time and I would be in charge of the core books. And first, there was Book 3 – Dearg to take care of. 

In the end, we hoped to produce two Themas a year and strengthen these publications with one or several (let's be optimistic!) other releases: a license (hence the acquisition of Vampire – The Requiem by our editor) the release of a major book of the Shadows of Esteren series when it would be finished, or the completion of a cross-media project (a video game, for example).  The development of all these projects was meant to be ongoing, and I was in charge of starting new ones.

The 13th round

After this aside on our editorial choices, let’s get back to the thick of things.

Throughout the eventful year 2014, the creation of Book 3 – Dearg had never stopped; a development that had led me to structure a fifth episode for this campaign. At the same time, the third episode of Dearg would soon be ready while the re-edition of Book 2 – Travels (an augmented  version with more than a hundred additional pages) was about to be released in stores after more than one year of the initial version being out of stock. We had still been working on the translation and copy-editing of Ghost Stories while Iris was taking care of the development of the Themas.

Last September, I tackled the new challenges with a mixture of weariness and elation. 2015 would be the 13th round of a battle whose outcome was uncertain, but which presented fascinating opportunities.

And now…

Will we manage to implement our 2015 editorial work plan? What will be the outcome of our appointment with the Los Angeles producer we met last summer? Will we be able to hire? Will we survive one more year? There are many more questions that could be asked, and I would be hard-pressed to answer any of them. However, 2015 has just come and gone, and we still have plenty of fight in us.

To end with this review, I would like to talk about the role of our community in this adventure. For some years, many people have been following and supporting us. They come to see us during conventions and encourage us. Their smiles and all the good times spent with them are highly treasured, and play a decisive role in our adventure. A special mention to all these people who help us during our tours or proofread our work as volunteers. Without our community, without you, the Esteren project would not exist as we know it today. Most people do not truly measure the importance they have in our great adventure.

As for me, and beyond all the considerations I mentioned in my previous articles, the community gives me the strength and the drive to make books. For this reason, and in the name of the whole team, I thank you all from the bottom of my heart. I feel ethically and innerly committed to this community. My quest boils down to one very concrete goal: to finish and release The Book of Secrets. This is the least we can do in exchange for all that you have given us and allowed us to do. Then, I will allow myself to give it a rest. But the time has not come. Not yet... ;)

Nel






Best Art Award for the Third Year in a Row!

For the third year in a row, we have the great pleasure of being granted an award for “Best Art,” given by the Diehard GameFAN website. This is an honor and a privilege, especially for a small french RPG.

However, given the current situation in our country, we cannot help but receive this reward in a special way. Indeed, working on fantasy gaming worlds, on horror and ambivalence–like we do–is only possible in a society where freedom of expression is guaranteed. We may not be on the forefront of the matter, but we are still direct beneficiaries of such a policy. All activities related to creation or teaching are likewise concerned.

For this reason, we wish to dedicate this prize to the illustrators and all the people who were murdered lately in Paris and at Charlie Hebdo. This isn't much, but this is our way of expressing our gratitude and respect toward those who have defended and keep defending these fundamental values. For freedom!

Yldiane et la Liberté par Gawain

Nation (© Martin Argyroglo)

Building and Publishing a RPG series in France (2014)

Let us go on with the Esteren review, which leads us to the year 2014… You can find the previous articles here (2010-2011), here (2012), and here (2013)



Adaptation

Since September 2010, many things had changed concerning our project. On the one hand, many positive things had happened, and we faced very thrilling prospects following the successes of the first two fundraising campaigns on Ulule and Kickstarter. On the other hand, we had a huge amount of additional work to bear, still without the possibility of being fully committed to the project–in other words, earning enough money to work full-time on it. My work as a coordinator had increased considerably, and I dreamed of having an assistant who could help me on a daily basis, mainly with production monitoring and logistic matters. Managing it all was getting increasingly demanding: there was more and more work to absorb, but the structure remained the same.

Another thing: even though every release was a success, we had to find a solution to set a schedule with regular releases. Otherwise, the professionalization of our activity would remain wishful thinking. Note that although there was no fixed monthly wage, the editor had increased the pay of the team to supplement the royalties. Adding this to the production costs and the expenses of the Esteren Tour, the amount was very significant. In short, with no regular income, the financing of the adventure could very quickly become complicated.

Encore

In 2013, the results were excellent. Our editor boasted an annual turnover of about € 200,000. Not too shabby! When we took into account that the money was generated by just one French RPG series, we could be proud! But the reality was thus: the financial situation was positive, but rather tight in the end. The added costs of producing, keeping the tour active, and paying the team made a heavy load.

I admit that this was a hard blow to the morale. With such successes in 2013, I believed we would be able to hire people in the first quarter of 2014: nope! As things stood, we could not afford it–we didn't have enough visibility. For it to be possible, our results for 2014 had to be at least as good as those of 2013 (?!). How could we do that? For a while, I felt crestfallen.

Of course, with our stronger experience as businessmen, we could have anticipated this reality. In our defense, I think that in 2010, it was very difficult for us to foresee the development of the series, and in particular the successes of the fundraising campaigns. We had spent the years 2012 and 2013 hastily adapting to the many necessary changes we had faced, month after month.

It was only at the beginning of 2014 that we started to take in the transformation of the project and to incorporate these new data in our editorial approach.

Feeding the Ogre

This was our state of mind at the beginning of 2014: heads full of magic memories, fostering wildest hopes, but also developing a certain form of lucidity, which was in some ways a bitter pill to swallow. And even though we wanted to keep trying to the bitter end, there was an urgent need to answer the question of the release schedule.

I thought I would finish my review today, but I must stop here for the moment. In the next article, I will tell you about the editorial solution we have developed–codename: squaring the circle–and will also look back on the adventure of The Monastery of Tuath on Kickstarter.

Stay tuned!

Nel

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See also:
Part 1 (2010-2011)
Part 2 (2012)

Part 3 (2013) 
Part 5 (fifth and last part)

The new Kickstarter is LIVE!

Here we go! Check our new Kickstarter here: https://www.kickstarter.com/projects/1176616619/shadows-of-esteren-a-medieval-horror-rpg-occultism

Building and Publishing a RPG series in France (2013)

This is the third part of my review on the development of the Shadows of Esteren series. You will find the first part here, and the second part, focusing on the year 2012, here.

So we're back in 2013… After a year with no release in France, one might wonder: how had the Titanic not sunk yet? The answer is: Kickstarter!

Crowdfunding: Becoming a Businessman or Giving Up

Kickstarter opened the possibility of professionalizing our adventure. This was starting to become an obsession of mine as the whole team kept giving their all… Even though it was a major preoccupation, it only brushed our minds and was swept away by the intense excitement we felt at that time. The first successes in the USA were overwhelming, and we were psyched!

I very quickly realized that these successes went hand in hand with heavy work: preparing several hundreds of parcels certainly brought us back to Earth! At the beginning of 2013, the situation was thus: the amount of editorial work had soared in the course of several months– logistic matters, production monitoring, account management, email answers, etc. Valentin, our editor, has always taken part in the adventure in addition to his work in movies. It was becoming obvious to him that he could no longer take care this huge amount of work by himself. Therefore, I started contributing. His pragmatism combined with my determination made it possible for us to make it through this brutal change in our activity.

I will have to talk more in detail about the crowdfunding experience and what it implies–especially when it is successful. The managers of the project must keep in mind that when they start such an adventure, they are not just developers or creators, but must also become efficient businessmen as well.
Here we go back to the Titanic metaphor: we felt lost in deep sea, sailing through the reefs, watching other ships sink in the horizon as a wrong choice led them to a ghastly end... just like that project launched several months before we did Book 1 – Universe on Kickstarter–gulp. This is no secret: many crowdfunding projects do not make it.

Staying the Course

Over the months, a complex equation arose: the activity was growing strongly–and so was the work!–but the company still couldn't take off–which would mainly imply being able to pay   wages so that the members can focus more on the project and absorb the work. It was certainly a lot of sudden pressure. There is a big difference between being in charge of an associative project on one’s own and managing sales amounting to tens of thousands of dollars and hundreds of backers eager to receive what they have pledged for. Managing all that in addition to a job can quickly become exhausting (euphemism).

However, I offered my crew to stay the course. We had worked so much, and it now seemed to us that we were inches from our dream. We had to keep it up! So in March 2013, we launched another fundraising campaign–this time in France–for Book 3 – Dearg.

The Adventure of Book 3 – Dearg

There had been no release in 2012, but we had still been hard at work. The big campaign for Shadows of Esteren was in progress even as we had started writing other books–one of them is the Thema about occultism that you will soon be hearing about… Most of the texts for Dearg were already ready, and it seemed realistic to me to announce a release date for December 2013, that is to say eight months later. I thought that we would have more than enough time to complete and send the books. I did not know that I was way off (another euphemism).

When we launched our fundraising campaign on Ulule for Book 3 – Dearg, we did not know what to expect: crowdfunding remained little known in France, and the record at the time was held by Les Ludopathes for the translation of Ars Magica, a big US license. At the end of 2012, it had raised just over € 25,000.

I would have considered reaching as much money as a considerable achievement, all the more so since the funding was for a campaign book; not a license or a core rulebook. Once more, I was wrong, as it raised more than € 60,000 and made possible the production of a project that seemed a far-off dream: a symphonic recording of the Dearg soundtrack with the Hungarian Radio Symphonic Orchestra, conducted by a Frenchman! Even I had not seen it coming, that's saying something! The icing on the cake was that the success was so spectacular that we were also able to finance a classical concert of this soundtrack. It was a historic first for an RPG, and a memorable moment in Lyon's Grand Temple. This magical event that gathered more than 500 people and that we will remember for a very long time!

Crowning Achievement

After this new success that surpassed the scores of Book 1 and Book 0 in the USA, months went by. Completing Dearg, of which I am the main author, turned out to be more complicated than expected. The playtests and the community’s intense feedback added a new dimension to the necessary work to finish some parts of the book. Summer came, and it was time to launch a new Kickstarter campaign, this time for Book 2 – Travels. At the request of the community, the French version of the book was launched on Ulule at the same time.  All this at a time when the Esteren Tour was in full swing with several dates abroad and when the core rulebook had been nominated three times for the prestigious ENnie Awards, Indianapolis's ultimate RPG award. No need to say that these months were a time of frenzied activity... but still in a semi-professional context: still after work, in the evening…

The success of Book 2 – Travels went beyond our wildest expectations. It outranked Book 0 and Book 1, and we actually made more than with the first two campaigns put together (!!!). $130,000 for a supplement, what a doozie! Today still, Travels is in the top 50 RPG projects on Kickstarter. What’s more, the Ulule campaign was also a success, which made it possible to finance a new print run of this long sold-out book. Around that time, we went back to the USA for GenCon, where we experienced our crowning achievement: Shadows of Esteren won three ENnies: two Golds for Best Art and Best Production Values, and one Silver for Product of the Year. It was the very first time that a French role-playing game had won. We were like in a waking dream. The ENnie ceremony that took place remains a magic memory. Seeing my longtime friend Gawain, who had been illustrating the series since 2006, reach the podium was a very intense moment. So was it for Valentin, who had been working with us since then, or for Clovis who accomplished a remarkable translation work.

You had been Warned

Crowned with these new successes, we came back to France, and quickly had to come to terms with this reality: Book 3 – Dearg would not be ready for December 2013. The project was well under way, but there was still much to do, especially with the addition of bonuses that had been financed during the fundraising campaign and that came on top of the initial content of Dearg.

I admit I could have anticipated it. Yet, such is often the case: you only realize the full extent of difficulties when you face them. Although this setback did not compromise the project, its consequences were still difficult to measure. It also showed us the complexity of the project we wanted to make sustainable: an isolated success was a good thing, but repeating it was another story.

What’s Next?

We were going toward the end of the year 2013, and new releases came in France: the Game Leader Kit–with a brand new screen–in spring, and episodes 1 and 2 of the Dearg campaign. When I look back, with such an eventful year and the context of the creation of the books–which were still homemade–it was already something! Of course, we wish we could have done more and sent Dearg on schedule. This misadventure would start in-depth discussions within the team, and even change the way we work.
It was already time to think of the upcoming year. The professionalization project was getting clearer. 2014 could be a crucial year and we were exhausted, but more motivated than ever!

Nel

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See also:
Part 1 (2010-2011)
Part 2 (2012)
Part 4 (2014) 
Part 5 (fifth and last part) 

Building and Publishing a RPG series in France (2012)


This is the second part of my article about the development of the Shadows of Esteren series. I will carry my review on with the year 2012. In January 2012, the series consisted of four publications in France (and none in english): Book 0 – Prologue, Book 1 – Universe, Book 2 – Travels and the Game Leader screen, and finally The Monastery of Tuath with Delphine Bois's music album, Of Men and Obscurities.

Image : George Smyth


The Tour de Force

For me, releasing four books in two years was a tour de force. When I look back, I am proud of the whole team that busted their chops to reach this point. I'm not so much proud of the book themselves–creative people are generally merciless towards their own creations–as of the conditions we produced them in: mostly in the evening after work, very early in the morning, or even during the night–in short, on our free time, year after year.

Most of our readers associate the beginning of the project with the release of Book 1 – Universe in September 2010 in Paris. The project actually started in 2006 with the Forgesonges collective. In 2012, me and some others had already spent six years working on the Esteren universe. This difficult context was marked by the departure of some of the team's members due to changes in their personal or professional lives or to evolutions in their creative aspirations. After several years of faithful service, who can blame them? I even considered pulling the plug on several occasions. At the beginning of the year 2012, we couldn't deny it (violins): in spite of the remarkable book sales in stores, our hope of making a living from our work was definitely gone.


Making a living from RPG is impossible in France

This was what we realized. In truth, it wasn't really a problem or a surprise for us. Of course, none of us got into the project with the main ambition of becoming a professional and making a living from the game. Esteren had arisen from the determination of an association, but deep down, we believed in taking it to the next level. When, during six years, you spend most of your free time creating books, it inevitably puts in your mind questions about priority, availability, etc. Of course, royalties bring in a little, but compared to the time spent and the number of authors, it's not that much, and it's still very far from the minimum wage (what we call “SMIC” in France, around 1000€/month). The money we earned was mainly used to finance the next books and bear the costs of the famous Esteren Tour.


Live and Let die

You may be moved by what you are reading, but wipe your tears! For the past years, we've  had exceptional experiences. First, we were able to see the culmination of a project we had been working on for several years, which is a simply indescribable feeling. Another milestone is the tour we started in 2010, and which is still going strong with more than 140 dates. Weekends spent at conventions, signing books, building castles in the sky, and still dreaming about making a living from our work–yep, we're not giving up on that! In 2009, I met a young illustrator at the Paris Games Festival Monde du Jeu, and a few years later, I was a witness at his wedding. Esteren has become one big family, a group of buddies, which even includes some community members. We sure had magic moments... All this became true thanks to the Esteren Tour. In hindsight, I think the tour brought us closer and encouraged us to carry on. Seeing sparks in people’s eyes, leading game sessions until we lost our voice, spending our weekends traveling across France, etc… we will forever remember these moments fondly. Traveling and meeting our fans became a reward in itself.


What Next?

The overall result was rather positive. We could not make a living from the game, but we sure had fun! However, another problem quickly emerged: we had nothing else to release at the moment. The Book of Secrets, still in the works, was going to require even more elbow grease than the core rulebook. So would the whole Dearg campaign. Some will remember my demos featuring ravens even before Book 1 was released in 2010… this scenario should be published in 2015.The first four publications of the series were based on contents that had been brought to various stages of completion over the first six years of the project’s life. And we lacked new contents.We clearly had one foot in the grave. Without a new release, the editor’s income would decrease and it would be difficult to finance the continuation of the project, including the Esteren Tour.

A New Hope from Germany

I could already feel that our adventure was risky, but as I wrote this review, I realize how full of obstacles and twists–sometimes unexpected ones–our path was. One of the major turning points of the Esteren adventure took place on March, 28th 2012 when I received the following email from a German correspondent, Ingo (wow, I even dug up his email in my box, which is undoubtedly mythic in the history of the series):     
   
   
Do you see what I am getting at? In fact, my dreams of grandeur had precisely led me to start the translation of Book 1 – Universe at a time when it had not been released in French yet. For the anecdote, I was doing many playtesting sessions at that time, and I met Clovis during one of them: he was one of our many playtesters. We chatted a bit, and he told me he was doing English studies. I then seized the opportunity and directly asked him if he wanted to translate our book (which, let me remind you, was not even released yet). Either I was very convincing, or Clovis was actually as crazy as I was. Fast-forward three years later, to the day of Ingo's email. At that time, the translation of Book 1 was nearly finished. We had no idea of how we would publish it. But Clovis had been working on the translation of the whole book for two years, and had been managing the copy-editing (done by native English-speaking volunteers) for one more year. Following Ingo’s email, I quickly felt the potential of Kickstarter, and we launched one in June or July in the same year, with a goal of $3,000 for a short-run printing. And one month later, bang, $55,000.In just one month, almost twice as much as the sales of Book 1 – Universe in one year in France. And things went on from there. One month later, we were at GenCon in Indianapolis for an exceptional Esteren Tour date. Being there, in the temple of RPG, was simply unreal. Two months earlier, we were concerned about the next release in France, which seemed to be indefinitely delayed, and our expectations for the Kickstarter were rather limited... Four months later, after sending the books to the backers, we were at it again with another Kickstarter for Book 0 – Prologue. Re-bang:  $65,000; more money for an 80-page book (which, by the way, we made freely downloadable) than for the core rulebook.   
   
We were in December, still dazed by the success of the American version, but with no additional release in France.

This was a strange year that changed our future prospects. Very quickly, the embers of our cherished dream burned anew. Could making a living from RPG in France actually be a reality?

What could we expect from 2013?

Read more about it in the next article!

Nel

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See also:
Part 1 (2010-2011)
Part 3 (2013)
Part 4 (2014)  
Part 5 (fifth and last part) 

Shadows of Esteren at Dragonmeet!

We will be at Dragonmeet in London this december Saturday 6th! We can't wait!

You can find more information about this mythic game convention here: http://www.dragonmeet.co.uk/

Volunteer ?

Your help on the booth would be so much appreciated! If you want to become a volunteers and help us on the booth, please let a comment or contact us.