montecookgames.com
Kickstarter Fulfillment - Monte Cook Games
Packages are all finally shipped. The last of the domestic shipments left the warehouse last week, and a small handful of international packages will finish up this week (and we are expediting the shipping methods on those). This means that if you are in the US, and don’t have your initial Kickstarter physical rewards by the end of today (Sept. 17th), you should contact Tammie at info@montecookgames.com. For international orders, the same will be true one week from now (Sept. 24th). I must, of course, add a caveat. Packages are still waiting to be sent to 341 backers who have still never filled out either address form that we sent out, and have ignored our repeated attempts to contact them directly. There is a misconception about Kickstarter that just because you give their payment system your address, that Kickstarter passes that address along to us. They do not. If you have stuff coming to you, and you’ve never given your address directly to us, we don’t have any way to ship your items to you. And to be very clear, “initial Kickstarter physical rewards” means the print version of Numenera corebook and/or the Player’s Guide, the GM Screen, the XP Deck, the Cypher Deck, t-shirts, signed printouts of the Nightmare Switch, and the dice. Other rewards, such as the Devil’s Spine, Numenera Thunderstone, and so on will be coming later in future shipments. This means that, in the last month or so, we have released eight different products. And shipped more than 6,000 packages. We’ve also sent codes for over 35,000 pdfs. That’s all quite unprecedented for the rpg industry. In fact, let’s look at the full stats: Total orders: 12,010 Countries shipped to: 59 Total physical orders: 6,014 Total physical items shipped: 11,272 Total signed items (including personalized): 2,028 Total PDFs fulfilled: 35,518 Total apps ordered (but as of this writing, we’ve only fulfilled about half of them, because many backers still haven’t specified their platform): 4775 There were many, many challenges in this endeavor. And those challenges are worth noting, because Numenera has really broken a lot of new ground in the past few weeks. We’ve created processes where none existed before for getting games into the hands of gamers. We’ve found problems no one foresaw, and we’ve found workarounds for (most of) them. I like learning new lessons, and I like applying those lessons to create better efficiencies. And I like sharing those lessons (hence our book, Kicking It). Fulfillment Lessons I’m very proud to say that the products we created all are amazing, both in content and appearance. I’m thrilled with the Numenera corebook and Player’s Guide. I was actually surprised by how amazingly cool the cards and the screen were. The dice blew me away. Even the shirts are as good as I could have hoped. All of these physical products were designed, produced, and delivered to the fulfillment company on time. The ebooks were ready to go on August 1 (our target). That’s all stuff that we, as a team, knew how to do, and do well. It’s where our experience lay. For the rest, we had to turn to others. Hiccups occurred in the fulfillment process, both in physical and electronic rewards. But in the grand scheme of things, particularly in the scheme of Kickstarter itself, I’m pretty happy with the end results of fulfillment as well. Errors occurred in communication, and those communication errors quickly turned, as they often do, into problems before anyone realized what had happened. To be fair, no one that we worked with was really prepared to …
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