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Anatomy of a Patreon Campaign: Thoughts on Reworking Mine

wonderwomanOne of the very last goals for this month that hasn’t been crossed off the whiteboard yet is “rework Patreon campaign.” It’s a project I’ve been circling for a while, because I’m aware that if I don’t plan carefully, I am quite capable of both overextending myself and making promises I can’t deliver on. I thought I’d show the thought process as I worked through and rearranged, the rationale behind the changes, and some of what I’ve learned from working with Patreon so far.

I started the campaign two years ago because I wanted a place to push some of the stories I was writing. In that regard, it’s been reasonably successful, and looking back, I’ve published two dozen stories that way, ranging in length from flash to novelette. Some have been publicly available, like Aardvark Says Moo, Seven Clockwork Angels, and Web of Blood and Iron, while others were limited to Patreon patrons only.

One of the interesting wrinkles that has developed is the question of stories posted only for patrons. Some magazines regard them as already published; some don’t. To my mind, the smallness of the audience makes that a no, but I clearly have a horse in that race.

I speak there not just as a writer but as SFWA President. Being able to sell that story twice nudges the finances up to the point where making a living off stories might actually be viable, depending on the cost-of-living of wherever the writer resides. And it was possible to make a living off short stories, back in the 20th century, but magazine pay rates have not kept pace with inflation, to the point where (imo) it is no longer a viable option unless you’re willing to live very stringently indeed.

Looking back over the past century, that seems indicative of a trend where increasingly money has been shifted away from the creators and moved to the businesses based on the content they create. For example, at the pay rate of .01 per word that Weird Tales had in 1926; in 2017 that’s 13 cents worth of buying power. The SFWA pro rate started at 3 cents a word; if the rate from the 60s had kept up with inflation, the current pro rate would be 25 cents a word, but it’s currently six cents — and that high only because recently the board has pushed to raise it. (My math is based on this inflation calculator, which seems to back up other calculations I’ve looked at.)

At any rate, since I seem to be rambling in the wrong direction, let me swerve back to Patreon. Putting up stories has been mildly successful, but I haven’t been as good about delivering stuff to patrons as I should have been. Part of the revamp involves a mass letter to current patrons that helps catch up on that, offering the upper level ones e-books to make up for the ones I’d intended to do and send out every six months.

To start the rework, I decide I’ll begin with revamping the reward levels, based on looking at what another successful Patreon creator, M.C.A. Hogarth is doing. Maggie is a friend, and more than that, she’s a smart cookie, who’s even written a book on running successful Kickstarter campaigns. Her rewards are based on a monthly pledge, with $1 level getting some posts, $5 all posts, $10 that plus access to a monthly chat and ongoing chat channel, and one $100 user sponsoring a special piece of content for all patrons, and getting to choose what it is.

I know from experience that looking at what’s working for someone and shamelessly modeling your effort on theirs is not a bad approach, so my next step is thinking about what I can and can’t deliver on a monthly basis and looking to see what parts of Maggie’s framework I can hang those on. Here I need to be both realistic and kind to myself.

So a good place to start is — what am I already doing that I might be drawing on? Can I rearrange some efforts in a more efficient way?

What I do on a daily basis:

  • Write. Well, that’s the plan, and actually any commitment that helps me make my 2k words goal is helpful. So excerpts from what I’ve written is a no-brainer. I can still schedule these in advance for days when I’m traveling somewhere or otherwise don’t have reliable net access.
  • Teach or work on teaching. I run the Rambo Academy for Wayward Writers, both developing my own content and working with co-teachers like Ann Leckie, Rachel Swirsky, and Juliette Wade on their courses. Right now I’ve got some others in the works. So I’ve usually got a number of writing tips, prompts, and exercises, including illustrated quotes that I use for the classes.
  • Do SFWA stuff. It’d be wrong to monetize this, though, in my opinion, so I’ll keep talk about that to social media and my blog.
  • Use social media, including Facebook, Instagram, and Twitter. The nice thing about that is that I can comb back through a social media stream and come up with links to combine in a list for people.
  • Daily life stuff, including a lot of cooking, which is one of my passions. Pictures of what I’m cooking and recipes seems like a no-brainer.
  • Read a lot, about 3/4 of the time F&SF. I’m one of those folks who tend to be more about praising the stuff I like than decrying the stuff I don’t, so perhaps reading suggestions will be welcome.

What I do on a weekly or monthly basis:

  • Send out my newsletter.
  • Write blog posts.
  • Create art: some drawings, but often linoleum prints or a collage.

Maggie has a split between the $1 and $5 users, involving extra content. Let’s say I do a post for everyone, comprised of a snippet from recent writing, 2-3 times each week. That gives me a pretty substantial value (IMO) for them, plus I’ll put the two stories in there, rather than making the pledge per story. They’ll also get the coupons for Rambo Academy classes that I send out to my newsletter subscribers, which range from 25-90% off. Hmm. That seems like a good deal for the $1 patrons, so I’ll leave it at that.

Do I want to add $2 supports as well as $5? I actually think I do. How about a writing tip or prompt for each weekday as well? In adding this, I’m thinking about how much prep is involved, but here I think I can pull from my teaching, so the main work is creating the post itself.

What I can add for the $5 supporters? How about a weekly wrap-up each Sunday of what I’ve read that week, along with a recipe? I’m not sure, but let’s give it a try, I decide. One of the nice things about Patreon is that you can tinker with stuff on the fly, so I will make a note on my calendar to look and see how well this is working three months down the line. If I end up doing any of the cooking videos that I’ve been contemplating but haven’t had the time to work on yet, this might be a good place for them. I keep thinking about that one and change my mind, deciding I’ll add a different kind of video, one people have requested, and which won’t be hard to do, me reading a flash piece. I’ll stick to one a month until I know how that’s working and still plan on looking at it in three months.

Okay, $10 peeps. I love the idea of a monthly chat, and my G+ business account lets me invite up to 24 other people. I’ll include that — if it’s immensely popular I may have to scale up to the tech that Maggie’s using, but that question can get kicked down the road for now. I’ve also been using Slack lately, and already have a Rambo Academy channel that I set up but haven’t been using, so I can give folks access to that as well.

Maggie’s next jump is to that $100 level, but I know I’ll be putting out some ebooks this year, so I decide I’ll make a $25 level that lets those patrons get a copy of whatever comes out. This is dangerous, because it’s a deliverable that requires organization — I’ll need to build and maintain a list, and be good about putting e-mailing the books out into the book release campaign. I think about this and decide that since the catchup work I’m doing involves getting existing books out, I’ll be building that list anyhow. This time, I’ll keep it in Evernote, an organizational tool that I’ve been using for SFWA and which I’ve found works well for me, and plan on posting the files on Patreon rather than in e-mail. Maggie sends people physical things; I think about that and decide that it’s not something I should commit to. I know from experience that getting stuff in the mail is not one of my strengths. I decide I’ll add a couple of photos of my art each month at this level; that I know I can deliver.

All right. That leaves me with the $100 level. I decide I’ll commit to the same thing Maggie does. It seems dubious to me that anyone will actually sponsor at that level, but it’s nice to have the option available. For a little while I toy with ideas of levels above that, but it seems like a unrealistic effort that just drains time.

Maggie’s used a cute conceit for the supporters by comparing the levels to areas of a house: the lawn, the lanai, the den. Since I frequently use Chez Rambo mentions on my blog and in social media, I contemplate it. It’s a powerful metaphor, the idea that you’re being invited in, and I know that I want to create the feel of a community. At this point I’m tempted to cut down on the number of levels in order to simplify things, but I resist the urge. After much thought I come up with the following:

  • $1 Cat’s Posse
  • $2 Posse Plus
  • $5 Rambo Ranger
  • $10 Virtual Coffeehouse
  • $25 Send Me Everything
  • $100 Munificent Patron

I make a note on my follow-up list to check on doing something like getting “Cat Rambo’s Posse” badge ribbons to distribute to patrons at upcoming conventions. That’ll both make them feel appreciated and let them spread the word. I’ve seen other authors distribute badge ribbons at conventions, but I’ve never tried it myself. A quick online search lets me see that I can get them for somewhere in the range of .25-.50 each, depending on how many I order. That’s spendy enough that I decide I do want to save them for patrons rather than giving them out at large.

I’ll want to rewrite the beginning appeal and re-shoot the accompanying video. I put that item aside for when I start the actual work of re-doing the page; right now I’m still in the planning stage and figuring out both my work items and the order in which I should do them.

I look at the reward tiers as part of the revamp. I’ve said if I hit $250 a month I’ll add an extra flash piece. That seems reasonable; I’ll leave it as stands. The $500 level is an additional story recording – if I make it of that flash piece, that works all right, so I leave that alone as well. $1000 is an urban fantasy series. I decide to scrap that for now but then think hard.

What would hitting the $1k a month level on Patreon enable me to do? It’d free up sometime I use for freelancing. What if I took some of that time and did something I’ve wanted to do for a while, a monthly podcast that’s a roundtable focusing on a different topic each time? Okay, that works. I’ll swap that in. The final reward tier is $2500, at which point I’d start a magazine, because people keep asking me about that. I’m not going to hit that reward level anytime soon, but if some fluke occurs, it’ll be a ways down the line, and I’m willing to make good on that promise at that level because it’d let me pay the writers and do a pretty nice little online magazine. Again, I leave that goal alone.

A major part of the change is going to monthly rather than per post; looking at the Patreon docs, I see that I should do this at the beginning of February, since I’ve done two January paid posts. I make another note on my calendar. I also want to get this out the door, so I decide not to wait till I have the video — but also add a note to make sure it goes on this week’s todo list.

Next month I’ll provide some feedback over how successful (or not!) this approach has been.

2 Responses

  1. Interesting read, thanks Cat. I have a YouTube cooking channel and I’m thinking about diving into Patreon. I recently launched a donations page on my website, and received donations ranging from £3 to £25. I’m wondering if you have done any kind of research into what levels of payment people would be happy with? It seems to me that $1 is just way too cheap for a minimum. Out of that you lose 5% to Patreon and about 5% to PayPal – also here in Europe Patreon have to add VAT add different rates for different EU countries (about 20%).

    1. That’s a really good question. I’d gone with $1 because it was the minimum payment. Next time I do a revamp I may do away with that and see what happens. Send me the link to your channel? I like cooking videos. 🙂

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"(On the writing F&SF workshop) Wanted to crow and say thanks: the first story I wrote after taking your class was my very first sale. Coincidence? nah….thanks so much."

~K. Richardson

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Class Notes Session 3 "“ World-building

(Saturday class – you haven’t had this session yet, don’t worry, we will this weekend!)

Week Three deals with the world of the story: both the setting (the world as the characters know it) and the world of the narrative (the world as the readers, who have the benefit of additional information like title, tone, and style, know it).

We looked at the beginnings of several pieces, including one of my all-time favorite books, Matt Ruff’s SET THIS HOUSE IN ORDER and Sara Genge’s short story, “No Jubjub Birds Tonight” from the anthology DESTINATION FUTURE.

Looking at the punctuation of the beginning of Stephen King’s THE STAND helped talk about how a world gets set up by style and narrative methods. Tone was compared to the emotion conveyed by a human voice and I mentioned that if you have two strong emotions working in a story, the best effect is gained if they are contradictory in some way.

We also talked about some of the things involved in style and the strategies for looking at your own work in order to figure out what’s characteristic of your style. I mentioned that often in writing one returns to the stories that shaped and fascinated us and pointed to “Magnificent Pigs” (CHARLOTTE’S WEB), “The Mermaids Singing Each To Each” (THE OLD MAN AND THE SEA), and “Long Enough and Just So Long” (“The Menace from Earth” and PODKAYNE OF MARS) as places where I’d done that in my own work.

In talking about metafiction as a particular style, we looked at the beginning of Kelly Link’s “Travels With The Snow Queen,” from STRANGER THINGS HAPPEN.

In the area of world-building, we meandered freely, talking about how much detail to include, the advantages of writing in a persistant world, using sensory detail to make a world feel real, the RPG approach and how it can lead to cat-vacuuming.

Next week’s assignment is the expository lump exercise, taken from Ursula K. LeGuin’s excellent book, STEERING THE CRAFT, which will start us off talking about delivering information, using description, and literary devices.

Check out the classes Cat gives via the Rambo Academy for Wayward Writers, which offers both on-demand and live online writing classes for fantasy and science fiction writers from Cat and other authors, including Ann Leckie, Seanan McGuire, Fran Wilde and other talents! All classes include three free slots.

Prefer to opt for weekly interaction, advice, opportunities to ask questions, and access to the Chez Rambo Discord community and critique group? Check out Cat’s Patreon. Or sample her writing here.

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Zen and the Art of Spiral-Carved Incense Burners

Stone Lantern
A stone lantern sits along the pathway, waiting to be sold to a Kadian merchant.
This essay originally appeared in the February 2001 issue of Imaginary Realities. The crafting system in Armageddon is something we worked towards for a long time. The implementation may not have been the most efficient (I still, vividly, remember making hundreds of arrow objects so we could have them with every possible color combination of fletching) but getting it into the game was a huge source of satisfaction.

One of the desires expressed at the very first Armageddon player-staff meeting I ever attended was a yen to move away from “a hack and slash economy,” where players made their income by selling the gear off NPCs (and the occasional PC) that they had killed. How, one immortal noted, could the world be realistic when there was no coded reflection of the material underpinnings of it? How to create this economic reflection was a question that remained in the air for several years, and it was not until discussion of implementing crafting code came up that such a move seemed possible.

We laid the groundwork for crafting by first creating ways to get the raw materials. I reviewed what was produced from skinning the various creatures in the game, both to make sure that players could skin most corpses and to ensure that what was being produced was reasonable. We implemented skinning difficulty: some things, such as pelts, are harder to extract from a corpse, as opposed to cuts of meat. Beyond that, we added a forage command, allowing players to find rocks and wood. Later, this was expanded to add other arguments: artifacts, salt, and roots. Forageable objects differ according to the sector type of the room and in order to make this reflect geographical differences, we added some more sector types, such as thornlands, salt flats, and ruins. Salt can only be foraged in the salt flats, for example, and roots are only available in fertile land (hard to find on a desert planet).

Once the ability to gather raw materials was in place, a couple of initial crafting skills were implemented: basket weaving and tanning. Basket weaving, admittedly, started out as a bit of a joke, but it served its purpose: to allow us to discover flaws. Both skills necessitated the creation of the objects to be crafted: a series of baskets for basket weaving, and tanned versions of various pelts and hides. With each, I tried to make sure there were incentives to use the skill: tanning a hide made it both more valuable as well as sometimes adding wear flags, while baskets included some objects that were wearable on the back or otherwise handy. I included the ability to craft an object, a numut vine sash, that had vanished from the game when the city of its origin was destroyed, and this in turn led me to wander through the database to find other objects that could be recycled and used for the code. As part of this effort, I ended up adding a component crafting skill for the magic users in the game in order to use a series of objects left over from an immortal project that had never been fully finished.

Although some objects could be recycled in this fashion, many others had to be made for the crafting code as we began to implement additional skills, including bow making, knife making, cooking, dyeing, leather working, bandage making, etc. Occasionally, obsessiveness got the better of me: after creating four different types of arrowheads, I decided that people should be able to make striped fletching for their arrows, so they could, if they wished, make arrows using their clan or House colors. This required me making some 300 or so arrow objects in a madcap building session that left me not wanting to ever type the word “arrow” again. Here, planning out the entire effort in detail ahead of time and having used a different structure for coding the items would have paid off, instead of having added bit by bit as I went along. For example, I found myself regretting the variety of gems one could forage in the game when I ended up making multiple bone dagger items, each with a different gemstone in the hilt. Having the entire structure sketched out ahead of time, rather than adding in skills as they occurred, might have been helpful, although some of the skills came from player suggestions after they’d been exposed to the new code.

As the skills began to be more fleshed out, we started making them available to the players. Cooking was a skill everyone got, while others were fitted into the skill trees (Armageddon has a branching system) where appropriate, with merchants ending up the vast beneficiaries overall, going from a possible 13 skills to 38. Some additional skills grew out of the effort, such as analyze, which allows a player to determine an item.s component parts, and armor repair.

At the same time, we added a secondary guild system, which allowed players to flesh out their backgrounds further, by adding a few skills, usually crafting. The secondary guilds were not the same as the regular guilds but intended to reflect life experiences or talents, including stone worker, bard, house servant, guard and mercenary, and I enjoyed putting the packages together in a way that made sense, such as giving the house servants pilot, flower arranging, and a high cooking skill or the mercenaries ride, knife-making and an increase in their ability to hold their liquor.

Inevitable questions and problems arose. On Armageddon, skilled merchants can often identify the style of an item via the value command, if it came from a specific region or culture, and in order to accommodate this, I made the crafting of some items dependent on materials available to only those groups. Shopkeepers began to be glutted with some items (nothing is sadder than a Kadian merchant laden with nothing but spiral-carved green marble incense burners), but this allowed us to check and adjust item prices by monitoring the shops to see what items were appearing at what costs.

For example, since wood is more expensive in Allanak than in the Northlands, some players were cashing in wildly by making and selling wooden spears to House Salarr, which I hadn’t realized would happen till I noticed them selling for 300 sid (Armageddon uses obsidian for its coinage) in the shops.

The experiment still continues and new items, many contributed by players, are added every few weeks. Currently, there are some 3000+ possibilities, crafting wise, coded, and there are still gaps. When I initially did the dyes, for example, I left out the color orange, which means that I keep getting inquiries about implementing variations with that color from the players. The fact that it would require writing up another 300 or so objects has stopped me so far, however. But the players are using the code right and left, and some are actually supporting their characters with it. Though there is still a limited market for incense burners.

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