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Jay Dragon (& Friends)
Jay Dragon (& Friends)

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Happy New Year! 2021 In Review

So here we are, at the end of 2021 and the start of a new year. It’s a Long Grasping month in the Hudson Valley, the view from my office punctuated by thick mist and hungry branches. Rain is constant but snow is nothing but a memory. While it doesn’t really feel like winter, I thought it would still be a good idea to do a short review of what Possum Creek Games did in 2021, what I learned from it, and what I’m hoping to bring into 2022. I hope to make this a regular series, because I think it would be pretty cool to examine the past and have a trail of these!

It Took A Team

For those who are unfamiliar about Possum Creek’s structure, we’re a small tabletop role-playing game company with two full time staff along with a lot of talented writers, artists, and consultants working alongside us. As the most prolific writer and loudest voice here, I tend to end up serving as the face of Possum Creek, but the reality is that it’s a sprawling team that each plays an important role. I can’t possibly credit everyone we worked with this year in one post, but I’ll do my best to cover some of the names and teams who were involved with 2021.

What Happened In 2021

2021 was the year of Wanderhome for us. Our pastoral fantasy TTRPG was a breakout success on Kickstarter in 2020, and we spent much of the first half of 2021 editing, laying out, and releasing Wanderhome. We also released a few other games that were experimental, incomplete, or in preliminary stages as Patreon-exclusives. We also began preparing for our next big project, Yazeba’s Bed & Breakfast. Here’s a list of our releases and how well they did.

We were also involved in the following projects this year:

Wow, busy year huh? In the next two sections I’m going to go over what I’m proud of from this year and the hard lessons we learned from it that I’m excited to bring into next year.

What I’m Proud Of

Wanderhome has exceeded expectations — again

Thanks to the incredible work of Grubby and the rest of the team, Wanderhome was able to elevate itself and really come together. It’s been awesome getting Wanderhome to players, retailers, and communities — and watching the fan community emerge around it. I’ve gotten a lot of beautiful emails and letters from fans who have been personally touched by Wanderhome, and I’m so grateful that we’ve been able to bring it to life. While the merchandise, featuring art by some of the artists — including Juho Choi, Conner Fawcett, Jennie Lindberg, Jo Thierolf, and others — hasn’t been the core of Wanderhome’s success, it’s helped bring attention to the visual landscape of the game and propelled it forward even more.

The Haeth Grant was a success

After the Wanderhome Kickstarter, we gave out more than $12,000 with no strings attached to creators so that they could contribute to the world of Wanderhome. The results have been amazing — artwork, stories, game design, bottles of Wanderhome-themed wine, soundtracks, and more. While there were some challenges with the implementation of the Haeth Grant (mainly related to the amount of time it took to review submissions, send out acceptance letters, and pay people out) the core concept worked out really well, and we’ll be implementing it in the future for other projects. It did a great job building a community of creative people who are enthusiastic and excited about making Wanderhome content, and I’m super thrilled to see what it could do for Yazeba’s Bed & Breakfast, or even expanded into a general process available to all sorts of TTRPG-related work.

Publishing other people’s games feels great

Getting to work with other creators and help bring their stuff to life is a really outstanding part of this work, and allows me to focus on the parts of the business I feel most comfortable in — marketing, hyping, networking, and project management. While we’re still figuring out the best way to build a schedule for the future (more on that later) but getting to make someone else’s dream a reality is the best part of this job. This was especially magical for Our Haunt, where we got to pull a project together and execute it quickly and smoothly.

The Lessons I’ve Learned

Don’t crowd the games

We’ve done a lot this year, and while I’m proud of all of it, it means we can’t shine a spotlight on each game as much as it deserves. We had to take a couple releases we were hoping to push in early 2022 and expand them out throughout the rest of the year, and while it’s fine and a good idea, it is frustrating to realize you’ve bitten off more than you can chew. We’re still learning the correct pace to release new games, and our current pace has been a bit too fast.

You can’t do it alone

This is more of a personal lesson that I’ve had to learn over and over again this year, in a ton of ways. I can’t make books alone, I can’t run a Discord alone, I can’t be the face of Possum Creek alone, I can’t take on the world alone. Thank god Grubby is here, who has been able to pick me up and make the machine run when I accidentally overwork myself — she runs half the company, after all. But I have to remember to ask for help, to outsource projects I can’t get done, and to call in my friends. They’re here for a reason!

Starting today, we also just brought in an intern for the next couple of months. Mael (he/it/they) will be helping us handle social media and taking on a lot of those challenges, and we're super excited to have him on board the team.

Merchandise is hard

We launched multiple lines of T-shirts, blankets, and mugs on our website — and learned the hard way that it’s not always easy to handle print on demand. Being at the mercy of another company, that will frequently have misprints and product delays, has led to a lot of headaches this holiday season. We’re hoping to develop solutions going into 2022, which will include printing merchandise ourselves in larger quantities, something we’re only able to do with our existing resources.

My Goals For 2022

We have a lot of plans for 2022, and I’m excited for what we’ll get to do. Yazeba’s Bed & Breakfast,our huge next project, looms large in my head — but I wanted to set goals that aren’t directly connected to that project. Here are my three biggest goals for the new year, and next year I’ll report back and tell all of you how well we did.

Embrace the possibilities of marketing

Yazeba’s Bed & Breakfast is coming in March, and I’m pouring my heart and soul into making this amazing project possible. I hope people will like it, but it’s important to me that we’re able to get the word out while also still keeping our other big projects, like Wanderhome and Wickedness, in the public mind. Our goal is to advertise Yazeba’s Bed & Breakfast before and during the campaign, and then switch back to sharing the focus on our core projects until it’s time for Yazeba’s to release. There’s a lot of experiments here, and I’m excited to see how they pan out in 2022.

Build new models of community

I’m working with a group of moderators and community leaders to create a public discord server for Possum Creek Games (our current one is Patreon-only). This is going to be a new community space, and developing it and ensuring the space is healthy is going to be a critical part of expanding Possum Creek as a community environment that isn’t centered on me specifically. I’m also looking at connecting with local pride centers and bookstores (although this has been stymied by the pandemic) so that we can integrate with local spaces.

Find an alternative to Kickstarter

For those of you not in the know, Kickstarter has decided to burn every bridge it has all at once and switch to a Blockchain software model later in 2022. We will run Yazeba’s Bed & Breakfast on Kickstarter (it’s far too late to change now, and we’re going to get the project in before the Blockchain updates) but it will be our last Kickstarter unless they change their ways. We need to find new alternatives, and I plan to spend a lot of 2022 post-Yazeba exploring new opportunities and experimenting with our various releases to find the best ways to market them.

Final Thoughts

In a lot of ways, 2021 was the first “Real Year” for Possum Creek Games — the first time we had to really buckle down and make this business functional. We had a lot of fears, but thankfully we’ve been able to tackle each challenge as it comes up and make our dream a reality. I’m so proud of the incredible games we’ve managed to put into the world, and I hope 2022 gives us more chances to work with awesome folks, release beautiful games, and do our part in making the world a more fun place.

Happy New Year! 2021 In Review

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