u/This_Awareness6789

▲ 0 r/RPGdesign+1 crossposts

What I Learned From Pokémon's Marketing, Release Schedule, and Simplicity

My name is Zach Destael, and I make tabletop games. This post is an observeration I've made about Pokémon's business side, and what I think both I and other small creators can learn from it. I'm not saying that I'm right or wrong about anything, this is just what I've noticed

TLDRs - Each section of this post has a TLDR at the end. If you want the genrral gist of everything, but dont want to read my introspectives and study, skip to these.

Table of Contents

The Simplicity Trap — Why Pokémon's simplicity is a feature, not a flaw, and what that actually means for anyone building something more complex.

The Ecosystem — Multiple entry points, multiple audiences, one world. Why the architecture matters more than the marketing.

The Release Cadence — How Pokémon coordinates releases and why the pattern matters more than the products themselves.

What I Actually Did With Any Of This — Where my own work intersects with these observations, for better or worse.

The Lesson I Learned From My Own Work — What building in private for a long time actually buys you.

The Simplicity Trap

Pokémon is not a simple franchise. The competitive meta is genuinely complex, the lore runs thousands of entries deep, and the card game's inter-card interactions and techniques take years to master at a competitive level.

However, the base rules of the Pokémon TCG, the plot of any one anime episode, and the core loop of any one video game are simple enough that a five year old can play them, watch them, and genuinely enjoy them.

The complexity is layered on top of a simple foundation rather than baked into the base. The depth is opt-in once you're inside.

Compare the onboarding experience of Magic: The Gathering Despite MtG being the first TCG (or maybe becauze its the first), its base product carries significant complexity and generally speaking, its player base is older (teens - adults). I am not commenting on how good or bad either game is, I'm simply saying that MtG is more complex to start than Pokémon, and that it affects accessibility.

The lesson I learned from comparing Pokémon TCG to MtG is that, adding things on top of a complex system doesn't open new doors, it tends to make existing ones harder to walk through. The issue isn't the crossover concept. or that the game isn't fun, it's that complexity compounds.

TLDR - If you can explain your thing to a fifth grader, you probably understand it. If you can't, you might want to re-examine how accessible your product's front door actually is.

The Ecosystem

Pokémon operates across so many product categories, it's unrealistic to examine them by myself. So i focused on the three categories most relavent to me: video games, card game sets, and anime arcs.

Each functions as a complete standalone experience and a potential gateway to the others. Someone who starts with the anime might become a card game player. Someone who starts with the card game might pick up the video game; or they stay in one lane their entire life. Either way, they are in Pokémon's ecosystem.

What makes this worth studying isn't the number of products. It's that each entry point is simple enough to stand alone. The simplicity of each individual product is part of why each door functions as a door rather than a wall.

When a base product is already complex, adding another entry point doesn't automatically expand the audience. It can just as easily fragment it. The strength of Pokémon's ecosystem comes partly from each component being genuinely accessible on its own.

TLDR - The advantage of multiple entry points is resilience. If one product doesn't resonate with someone, another might

The Release Cadence

Pokémon doesn't just release products consistently, it releases them in coordination.

Sun and Moon the video game came out alongside the Sun and Moon card set alongside the Sun and Moon anime arc.

Those aren't three separate launches happening around the same time. They're one launch across three entry points simultaneously. Someone who buys the game is primed for the cards. Someone watching the anime is primed for the game. The timing creates cross-pollination between audiences that a staggered release wouldn't.

The specific lesson is not just "release things on a schedule" but to coordinate releases so they point at the same world at the same moment.

A community that gets multiple things pointing at the same world simultaneously tends to go deeper into it than a community getting those same things one at a time. The simultaneous release creates a shared cultural moment rather than a series of smaller individual ones.

I'm not saying to manufacture coordinated releases that don't exist yet, (shipping bad work on a schedule is worse than shipping good work slowly). What I am saying is if multiple things set in the same world are already in development, the timing of when they land relative to each other is worth thinking about deliberately.

TLDR - If you have the means, and the product(s), a coordinated release creates multiple doors into your ecosystem.

What I Actually Did With Any Of This

I didn't start by studying Pokémon's business model and working backwards, it was kind of the opposite.

I built things that felt right and were fun to build, looked up at some point and noticed the structure. When I noticed it, I went looking for precedent, and found it in Pokémon.

The free entry point into my system existed before I thought about Pokémon's accessibility philosophy. A card game emerged from one of my character classes before I thought about Pokémon's TCG. That card game is now in standalone development. The actual play series I'm producing is another door into the same space.

A novel set in one of the worlds of my multiverse is also being written. It started as a dream, became a story I needed to tell, and the setting chose itself because the world I'd already built was exactly right for it. The fact that it functions as another door into the ecosystem is incidental to why it's being written, but the point of its eventual existence is its another door.

None of this was planned as an ecosystem strategy. It emerged from building something with enough depth that it naturally generated multiple ways in.

TLDR - What studying Pokémon gave me was confidence that this kind of structure has precedent and that the simplicity of each entry point matters as much as having multiple entry points at all.

The Lesson I Learned From My Own Work

Pokémon is a useful model, but possibly an even more valuable lesson came from studying my own work.

If you build deep and broad enough, you eventually have the freedom to present a door from any level. When someone looks through the peephole, their imagination can infer the world behind it without you having to show them everything at once. The door doesn't have to open onto the whole world. It just has to open onto enough that curiosity does the rest.

For me, that required building in private before releasing anything. It required being fairly honest with myself about how deep I've set the entrance, and whether what's visible through the peephole actually suggests the depth behind it or just looks like a door to nowhere.

It also required patience. The reward for studying your own work well enough to present it from multiple angles at multiple levels of depth, is real; but in my case, I built over 15 years, and am still building. It's a long time, and I think a lot of creators can agree, it never really ends. The point is to take a step back, and look at what you made, and ask "Where is the clearest and easiest entrance for the door?"

TLDR - Building a deep world gives you many possible entry points. The challenge isn't creating more doors, t's choosing which one people should walk through first.

Thank you for reading and listening to my autistic ramblings.

Game/system name, links, etc. in the comments. Questions or anything you want addressed, feel free to ask there too.

reddit.com
u/This_Awareness6789 — 15 hours ago

First Year as a TTRPG Publisher - Metrics, Lessons, Costs, etc

Note: I'm leaving most specific names out of this post except where relevant to a post project, number, or lesson. They'll be in the comments.

# Table of Contents

***Personal Background*** \- Who I am, how I got here, and the failed channel and abandoned year that led to this.

***Metrics*** \- Real month-by-month traffic and download numbers, including the dead months.

***Costs*** \- What this has actually cost me, dollar for dollar.

***Lessons*** \- What worked, what didn't, and what I'd tell someone starting today.

Hi, my name is Zach Destael, and I'm a one person TTRPG studio (writer, editor, publisher, artist, website designer/dev, marketer, etc.)

I haven't been able to find real early-stage numbers (publishing metrics, sales, downloads, traction, marketing, etc.) for systems that went on to succeed. Most of what's out there is silence or a highlight reel. Since I just recently am starting to see a uptick in any kind of interest, this is my attempt at showing an actual first year. Not pretty, not favorable, just real.

# Personal Background

I've built everything alone. For context, I'm a Full Sail animation alumni, I have an associate's degree in computer science, and I've GMed across 100+ systems (I've only been a player 6 times, total). I work on this daily, 3 to 12 hours depending on the day. Outside of this and my daughter, I don't have much of a social life, by choice. It's the most brutal and satisfying thing I've done, outside of fatherhood.

I started playing TTRPGs at 13, in 2005.

I spent 15 years building an original world, Eachrotia, never released publicly. It's the root of the multiversal structure my current system's setting(s) run(s) on.

From 2020 to 2023 I ran a TTRPG actual play channel (Urban Nerds United). It failed for the usual reasons APs fail. No hard numbers from that era.

In 2022, inside that group, I wrote a campaign called NintenDND, structurally almost identical to the module I'm building now, just using Nintendo IP instead of my own. I wrote it because the group was all gamers and I, at the time, hadn't played a video game in years. Researching it meant playing a huge number of games, and that's where I actually fell in love with them.

That research became the foundation of the system I eventually built: a tabletop system designed to function like a video game at the table, with mechanics like save states and power meters expressed through dice instead of code.

When UNU folded, I nearly abandoned the game too. It sat for almost a year. Coming back with distance let me cut what didn't work without being precious about it. The system as it exists now is what came out of that.

Around then I was also querying TTRPG publishers as a freelancer. Mostly rejected. In September 2025 I built my website, originally just a portfolio piece for that querying, not a launch. I was homeless when I built it. Stating that plainly, not for sympathy, just as part of the timeline.

Until my recent layoff, I was working 50 to 60 hours a week in a factory job as an electro-mechanical tech, and built nearly everything in my free time.

# Metrics

Website numbers, month by month, from GA4 and Word Press' Jetpack:

\* Sept 2025: 9 views, 1 visitor (me, testing the site)

\* Oct 2025: 69 visitors, 181 views, 11 countries. Started daily posting across X, IG, TikTok, YouTube. Social barely grew, I didn't understand hashtags or platform mechanics yet.

\* Nov 2025: 14 visitors, 39 views, 5 countries

\* Dec 2025: dark. 4 visitors, 9 views.

\* Jan 2026: 167 visitors, 428 views, 36 countries. New social push, set up Reddit and Mastodon, properly connected Search Console and GA4.

\* Feb 2026: 111 visitors, 173 views. Built a dedicated setting page, started creature content.

\* Mar 2026: 52 visitors, 138 views. Went dark again. Ended public playtest.

\* Apr 2026: 193 visitors, 363 views, 18 countries. Posted casting calls for an actual play series, no boosting. Revamped core rules based on feedback.

\* May 2026: 148 visitors, 20 countries, minor boosting.

\* Jun 2026: 119 visitors, 225 views. Launched DriveThruRPG (67 downloads) and Itch (13 downloads, 8 browser plays on an interactive map tool).

\* Website downloads since January: 73. Add Itch (13) and DriveThruRPG (67), launched the same week, for a real combined total of 153.

Most of the DriveThruRPG traction, I believe, is from the system's name and the book's title landing on search terms with real volume and almost no competition. Not planned as SEO, both were named in 2023 and 2025 respectively, before I was thinking about discoverability at all.

The website alone took 5 months to reach 73 downloads. Two more storefronts nearly doubled that in weeks. Distribution mattered as much as content.

Effort and traffic didn't correlate the way I expected. October was my highest-frequency month and barely moved. April, almost no boosting, spiked higher. I don't know why, my guess for the April spike is the casting call, and it meaningfully raised my site traffic floor.

# Costs

\* Canva Pro: $20/month. The entire book was laid out in it, and i will probably continue to use it.

\* WordPress Individual: $50/year

\* Incarnate Pro: $25/year

\* Affinity Suite: Free (already owned), I refuse to touch Adobe for likely the reasons most independt creators wont.

\* TikTok promotion: $8 one-time

\* LLC: $123 (Optional, don't recommend doing this before any income from your project.)

# Lessons

\* Consistency beats frequency.

\* Hashtags: 6-7 per platform max, mix of high-traffic and specific.

I use creature content to hit the "Pokemon button" (#PokemonAlt, etc.) without using comparative language directly elsewhere, probably should more.

On YouTube Shorts, hashtags in the title help, and posting time matters (Wednesdays and Fridays, 4-7pm CST, performed best for me). Best performing single piece of content: a short documentary-style video about one creature. One paid TikTok promo: 4,000 views, 3 downloads. Vanity metrics don't mean anything for actual conversion.

\* I presented this as a studio, not a person, for months on purpose. I wanted the work to stand alone. Still mostly believe that, but showing up as a person helps people connect in a way the studio framing doesn't. The studio framkn i believe made me seem more official/professional, which is kind of a double edged sword. The lesson here is, professionalism is important, but if you're one person building something, people will in general route for/encourage you

\* The most loyal, knowledgeable people I've encountered in this whole process have been voice actors, broadly, not just the ones I cast. They've independently run more games for others than any platform I expected to generate word of mouth.

# Advice

Don't build alone if you can avoid it. If launching an original property, consider building some presence on existing popular properties first rather than going in cold. Also, most people don't want to steal your idea. Everyone's inspired by something, and most creators want to make their own thing, not yours. Just get your work out there. Nobody can play your game if they don't know it exists.

Honestly, I expected more traction than this. I built most of it in private for years, and the version I pictured wasn't 153 downloads at month 9. I genuinely thought it would get more traction, but i think that was just arrogance from being too close to my own game.

Where it stands now: three live storefronts, real organic search positioning, a small international audience, and an actual play series in the works.

What's next is a free starter adventure built to double as a teaching tool, labeled section by section as either narrative or standalone one-shot, with mechanics that unlock progressively rather than front-loading the whole rulebook. Structurally it's something like Kingdom Hearts' world-hopping meeting the standalone-encounter feel of Smash Bros: self-contained stories that connect into a larger arc.

Thanks for reading. Questions, insights, or anything anyome wants addressed that wasnt in the post, please ask tin the comments.

EDIT There's been a lot of comments across all the subreddits I posted this in, and I don't have time to respond to everyone, but I do want to talk to most of you directly, because a lot of you have great insights, notes, and questions that I think we could all benefit from. To that end, I'm adding my Discord server link, where I've created a channel specifically to talk about the business side of the industry. I'm far more active there, and would love to talk shop or just shoot the shit.

Full disclosure, since blunt honesty seems to be my niche, my server is mainly meant for my community, and yes, I am partially capitalizing on the popularity of this post. I'd be lying if I said I don't hope some of you check out my work while you're there, but the main reason I'm adding it here is to give a more direct line to each other to keep talking about what I started with this post

https://discord.gg/s5uUDdN4rC

reddit.com
u/This_Awareness6789 — 8 days ago
▲ 65 r/RPGcreation+2 crossposts

First Year as a TTRPG Publisher: Numbers, Metrics, Lessons, and Costs

Note: I'm leaving most specific names out of this post except where relevant to a post project, number, or lesson. They'll be in the comments.

Table of Contents

Personal Background - Who I am, how I got here, and the failed channel and abandoned year that led to this.

Metrics - Real month-by-month traffic and download numbers, including the dead months.

Costs - What this has actually cost me, dollar for dollar.

Lessons - What worked, what didn't, and what I'd tell someone starting today.

Hi, my name is Zach Destael, and I'm a one person TTRPG studio (writer, editor, publisher, artist, website designer/dev, marketer, etc.)

I haven't been able to find real early-stage numbers (publishing metrics, sales, downloads, traction, marketing, etc.) for systems that went on to succeed. Most of what's out there is silence or a highlight reel. Since I just recently am starting to see a uptick in any kind of interest, this is my attempt at showing an actual first year. Not pretty, not favorable, just real.

Personal Background

I've built everything alone. For context, I'm a Full Sail animation alumni, I have an associate's degree in computer science, and I've GMed across 100+ systems (I've only been a player 6 times, total). I work on this daily, 3 to 12 hours depending on the day. Outside of this and my daughter, I don't have much of a social life, by choice. It's the most brutal and satisfying thing I've done, outside of fatherhood.

I started playing TTRPGs at 13, in 2005.

I spent 15 years building an original world, Eachrotia, never released publicly. It's the root of the multiversal structure my current system's setting(s) run(s) on.

From 2020 to 2023 I ran a TTRPG actual play channel (Urban Nerds United). It failed for the usual reasons APs fail. No hard numbers from that era.

In 2022, inside that group, I wrote a campaign called NintenDND, structurally almost identical to the module I'm building now, just using Nintendo IP instead of my own. I wrote it because the group was all gamers and I, at the time, hadn't played a video game in years. Researching it meant playing a huge number of games, and that's where I actually fell in love with them.

That research became the foundation of the system I eventually built: a tabletop system designed to function like a video game at the table, with mechanics like save states and power meters expressed through dice instead of code.

When UNU folded, I nearly abandoned the game too. It sat for almost a year. Coming back with distance let me cut what didn't work without being precious about it. The system as it exists now is what came out of that.

Around then I was also querying TTRPG publishers as a freelancer. Mostly rejected. In September 2025 I built my website, originally just a portfolio piece for that querying, not a launch. I was homeless when I built it. Stating that plainly, not for sympathy, just as part of the timeline.

Until my recent layoff, I was working 50 to 60 hours a week in a factory job as an electro-mechanical tech, and built nearly everything in my free time.

Metrics

Website numbers, month by month, from GA4 and Word Press' Jetpack:

* Sept 2025: 9 views, 1 visitor (me, testing the site)

* Oct 2025: 69 visitors, 181 views, 11 countries. Started daily posting across X, IG, TikTok, YouTube. Social barely grew, I didn't understand hashtags or platform mechanics yet.

* Nov 2025: 14 visitors, 39 views, 5 countries

* Dec 2025: dark. 4 visitors, 9 views.

* Jan 2026: 167 visitors, 428 views, 36 countries. New social push, set up Reddit and Mastodon, properly connected Search Console and GA4.

* Feb 2026: 111 visitors, 173 views. Built a dedicated setting page, started creature content.

* Mar 2026: 52 visitors, 138 views. Went dark again. Ended public playtest.

* Apr 2026: 193 visitors, 363 views, 18 countries. Posted casting calls for an actual play series, no boosting. Revamped core rules based on feedback.

* May 2026: 148 visitors, 20 countries, minor boosting.

* Jun 2026: 119 visitors, 225 views. Launched DriveThruRPG (67 downloads) and Itch (13 downloads, 8 browser plays on an interactive map tool).

* Website downloads since January: 73. Add Itch (13) and DriveThruRPG (67), launched the same week, for a real combined total of 153.

Most of the DriveThruRPG traction, I believe, is from the system's name and the book's title landing on search terms with real volume and almost no competition. Not planned as SEO, both were named in 2023 and 2025 respectively, before I was thinking about discoverability at all.

The website alone took 5 months to reach 73 downloads. Two more storefronts nearly doubled that in weeks. Distribution mattered as much as content.

Effort and traffic didn't correlate the way I expected. October was my highest-frequency month and barely moved. April, almost no boosting, spiked higher. I don't know why, my guess for the April spike is the casting call, and it meaningfully raised my site traffic floor.

Costs

* Canva Pro: $20/month. The entire book was laid out in it, and i will probably continue to use it.

* WordPress Individual: $50/year

* Incarnate Pro: $25/year

* Affinity Suite: Free (already owned), I refuse to touch Adobe for likely the reasons most independt creators wont.

* TikTok promotion: $8 one-time

* LLC: $123 (Optional, don't recommend doing this before any income from your project.)

Lessons

* Consistency beats frequency.

* Hashtags: 6-7 per platform max, mix of high-traffic and specific.

I use creature content to hit the "Pokemon button" (#PokemonAlt, etc.) without using comparative language directly elsewhere, probably should more.

On YouTube Shorts, hashtags in the title help, and posting time matters (Wednesdays and Fridays, 4-7pm CST, performed best for me). Best performing single piece of content: a short documentary-style video about one creature. One paid TikTok promo: 4,000 views, 3 downloads. Vanity metrics don't mean anything for actual conversion.

* I presented this as a studio, not a person, for months on purpose. I wanted the work to stand alone. Still mostly believe that, but showing up as a person helps people connect in a way the studio framing doesn't. The studio framkn i believe made me seem more official/professional, which is kind of a double edged sword. The lesson here is, professionalism is important, but if you're one person building something, people will in general route for/encourage you

* The most loyal, knowledgeable people I've encountered in this whole process have been voice actors, broadly, not just the ones I cast. They've independently run more games for others than any platform I expected to generate word of mouth.

Advice

Don't build alone if you can avoid it. If launching an original property, consider building some presence on existing popular properties first rather than going in cold. Also, most people don't want to steal your idea. Everyone's inspired by something, and most creators want to make their own thing, not yours. Just get your work out there. Nobody can play your game if they don't know it exists.

Honestly, I expected more traction than this. I built most of it in private for years, and the version I pictured wasn't 153 downloads at month 9. I genuinely thought it would get more traction, but i think that was just arrogance from being too close to my own game.

Where it stands now: three live storefronts, real organic search positioning, a small international audience, and an actual play series in the works.

What's next is a free starter adventure built to double as a teaching tool, labeled section by section as either narrative or standalone one-shot, with mechanics that unlock progressively rather than front-loading the whole rulebook. Structurally it's something like Kingdom Hearts' world-hopping meeting the standalone-encounter feel of Smash Bros: self-contained stories that connect into a larger arc.

Thanks for reading. Questions, insights, or anything anyome wants addressed that wasnt in the post, please ask tin the comments.

EDIT

There's been a lot of comments across all the subreddits I posted this in, and I don't have time to respond to everyone, but I do want to talk to most of you directly, because a lot of you have great insights, notes, and questions that I think we could all benefit from. To that end, I'm adding my Discord server link, where I've created a channel specifically to talk about the business side of the industry. I'm far more active there, and would love to talk shop or just shoot the shit.

Full disclosure, since blunt honesty seems to be my niche, my server is mainly meant for my community, and yes, I am partially capitalizing on the popularity of this post. I'd be lying if I said I don't hope some of you check out my work while you're there, but the main reason I'm adding it here is to give a more direct line to each other to keep talking about what I started with this post

https://discord.gg/s5uUDdN4rC

reddit.com
u/This_Awareness6789 — 8 days ago