Zine Quest 2 – Printing…

Everything is a learning curve. All the questions I have about printing have been answered, and new ones have taken their place.

A friend of mine was kind enough to ask a couple of printers they know for some quotes. I won’t list the specific printers here (as I haven’t asked them for permission to do so), but it helps to give some context and idea. I have listed one set of prices, as the quotes were about the same. All the prices below are listed are in Australian dollars.

As a quick aside: files would be submitted to the printer in ‘printer layout’ for booklet printing, so the first spread (two pages side by side) would be pgs 32 & 1, and so on through the document. The file for the cover (4 single pages – front outside, front inside, back inside, back outside) would be generally submitted as separate files. A good article on that can be found here. An article on paper weights can be found here (both links have been added to the Zine page).

For a saddle-stitched 32 page A5 booklet, on 113 gsm paper, and a 300 gsm cover with a matt cellosheen covering (a plastic layer over the cover for protection, like a magazine cover, which could also be gloss, etc), digitally printed (too small a volume for offset printing):

  • 50 copies sits around $580
  • 100 copies sits around $800
  • 200 copies sits around $1300

For 50 physical copies each Zine would cost around $11.60 to print. For 100 copies each Zine would come down to about $8.00, and for 200 it would reduce to about $6.50. Obviously volume is cheaper. Each copy would also need to have shipping costs added (though this could be charged after the Kickstarter as opposed to included in the backing level).

Additionally, any other costs, for things such as art, editing, layout, and so on, would need to be defrayed across the copies printed to come up with the final value per copy, which would then give a clear indication of the cost per Zine, and therefore what the backing levels should look like. It’s worth remembering that Kickstarter is going to take a slice of the funds if the project succeeds, as is whatever other companies are involved in the post-campaign period and fulfillment (if any). Lastly, it is probably a good idea to tack a few dollars on for a profit per copy, and then a little more to pad out any costs, in case something turns out to cost more than was projected, or something else comes up.

What does this all mean for Corsairs? Well, I’m in the process of finalising the document itself, that is writing and editing. I’m looking into art and artists, and what the costs involved there could be. I’m looking at the costs of Zines from the first Zine Quest to get an idea of what a reasonable price might look like. I’m completing small pieces of art to include in the book. I’m preparing for more playtesting. And lastly I’m reading and asking lots of questions…

It is tempting to think that the easier option is to print a larger volume, but this then means a higher funding goal, and no-one wants boxes and boxes of their games sitting around the house. I think if the option for digital and the option for a physical copy are both offered separately, most people will opt for the digital. Especially if they are international. These prices are, from what I can tell with preliminary research, much higher than the printing service offered by DTRPG, but I have no idea how they stack up in terms of quality. From what I can tell the printing quote above is for a much higher gsm paper stock than that offered through DTRPG POD service. Something to investigate!

I’m sure there is a ton I’m missing, not seeing, or don’t know are things I’m missing yet, but hopefully that will be revealed in the coming month or so.

Last aside for today: the layout program I am using is called Affinity (link on the Zine page), and it allows you to move pages around easily, so I’m working directly on the file, and will shift the pages around to the final layout once everything is finished, edited, and ready to go.

Straining the Rigging…

A customs official with a fondness for wine had let slip word of the Trepidation, a fluyt carrying tonnes of sacks of bat guano mined from Teboa’s cave systems. Some gentle persuasion in an alley behind the tavern helped the customs man recall the Trepidation’s intended port. Nursing a bruise or two and a headache, the man would be back at duty the next day, but by then, the Courser would be well underway in pursuit…

Orange-red and blinding, the sun crested the horizon, its rise echoed by three bells; an hour and a half into the morning watch. With any luck the crew of the sloop, the Courser, would sight the sails of the Trepidation before eight bells called the forenoon watch to their posts. The Trepidation had been running for three days, but the Courser had a strong wind, and her crew had been bending every yard of sail to make ground.

This was no simple raid, naturally the Courser meant to take as much from the Trepidation as possible, but that guano was destined for the manufacture of saltpetre, and saltpetre is used to make gunpowder. Any chance to stick one to the Alderil Empire was a chance gladly jumped at. Stealing a shipment that would end up as gunpowder was a golden opportunity to kick the Empire, the fact they would make money doing it was just a little extra shine on what promised to be an excellent day.


Corsairs is the next Micro-Role Playing Game to be released by Caradoc Games. It’s a game of piracy and high-action, a game of sky ships and broadsides, of boarding actions and loot. A game of empires, whose exploitation and depredations have driven many to take to the skies as Corsairs, and fight back!

Corsairs is a unique and simple game system, with players rolling both Skill and Difficulty Dice. Characters are quick to make, and the mechanisms designed to encourage high-action adventures. Exploding skill dice, conditions like ‘Charmed’ and ‘Cursed’, and the use of ‘Luck’ are all key parts of the game.

In Corsairs, the mighty sky ship is just as important as the characters, and each ship has it’s own sheet. Corsairs includes rules for ship-to-ship actions, gaining loot, attempting running repairs, and the upkeep of the ship.

Playtesting…

Every aspect of Corsairs is designed to be thematic, fun, and yet simple and streamlined. Characters gain experience and may improve their skills, and the game is designed to be played over 4 to 8 game-long campaigns, or through standalone adventures.

I’m still in the process of trimming and editing, and when the game is finished (which is planned to be early in November) it will include all the usual RPG rules, rules for ships and loot, a number of stat blocks for NPCs, and an adventure.

I’m planning for Corsairs to the first of the games I have released to have a set minimum price, probably something like $2.99 or $3.99. Patreon supporters will, of course, get the game for free!

Laying it all out…

If you ever find yourself Googling ‘How many fonts are too many fonts’, chances are you’ve already used too many fonts. At the moment I am working on my next micro-RPG, tentatively called ‘Corsairs’, and I’m moving out of my MS Word based comfort zone, and delving into the deep waters of Affinity Publisher.

Affinity Publisher is a program designed to do, essentially, what In-Design does, it’s a publishing program with a whole bunch of functions and features that I am unfamiliar with, and do not understand. Making the leap from Word, where I can make something that looks pretty reasonable (at least to my untrained eye), and into the murky waters of a desktop publishing program has been enlightening, frustrating, tear-inducing, and invigorating. Yes, it’s been a roller-coaster.

No cover image yet…

Corsairs has been an interesting project, essentially I am working on two very different drafts. The first is the draft of the rules and game itself, and the second is a draft of playing with the program and trying to get it to do things. The first is ground I feel comfortable on, and the second has been a struggle, I won’t deny it.

Luckily for me there are a whole bunch of tutorial videos on the Affinity website, which has been a massive help. I also downloaded the Affinity Publisher Beginner’s Guide, by Nathanael Roux, which was very informative, and came with a bunch of backgrounds and fonts that have been very useful! I would highly recommend Nathanael’s guide, not only does it come with useful resources, it is also a great source of general information about the program itself.

So why make the leap? I suppose it’s because I wanted to stretch myself, and to try and make the games I’m releasing look a little more professional and well put together than they have in the past. Am I succeeding? Well, I am not familiar with the ins and outs of visual design, but I am slowly coming to grips with the program, and I am enjoying the flexibility it offers. This was something I had been intending to do for a little while, but have been putting it off. I’m glad I finally made the leap. While I’m sure that the games I release will still undoubtedly look like they were put together by an amateur (no denying it), I think that as a whole, they will look better produced than what I had been releasing previously.

Little details, like the ease of adding art to the document, the ability to create Master Pages, and the capacity to use the background around the document to make templates and tables you can copy and use throughout are all elements I am enjoying. I am even slowly becoming more familiar with such terms as kerning, who would have thought it!

I have been enjoying using Affinity Publisher, and I am strongly considering getting Affinity Designer to go along with it. All the box outlines and diagrams in Corsairs I have drawn in Corel Painter Essentials, but the capacity to shift between Publisher and Designer is something that really has me curious.

Affinity Publisher is an excellent program, and while learning it (and I am still learning it) has been a roller-coaster, it is pretty straightforward to use, and offers a lot of flexibility. Having struggled through creating something close to a working draft of Corsairs, I think I would find it hard going to turn back to Word. Affinity is well worth the entry price, and I’d thoroughly recommend it to anyone.

The beginnings of a character sheet takes form as a Master Page which I can drop in anywhere. No matter where it appears in the document, any alteration to the master page alters them all. A great and very useful feature!

Corsairs will be, I think, the next game released by Caradoc Games. It is coming together nicely, but more about that in another post…