I have had several experiences over the last few months for which I would very much like to call out some of the excellent customer service I have received.
It's funny - customer service is something that we usually don't think about until something goes wrong. In gaming, that means misprints and damaged/defective/missing components. When I order a product and it arrives in a reasonable time, it never occurs to me to even think about the customer service I've received, even though it was there.
The gaming industry is small enough that the publishers try very hard not to get a reputation for bad (or even mediocre) customer service.
So how do you ask for help when you want and/or need it?
Before you ask, do your homework - find out who their point of contact is. It doesn't do me any good to ask Atlas Games' web designer for help if I'm missing a pawn from my copy of Recess.
Here are a few simple rules:
Rule One: Be honest, polite, and respectful.
A few months back, my wife purchased for me (as a gift) most of Dominion. She bought it second-hand from a co-worker. There are now only two sets I lack, in fact. At the time she purchased it, there was a question as to whether the included sets were complete or not. So I sent a quick message to Jay of Rio Grande Games.
"My wife purchased (second-hand) a bundle of Dominion along with the expansions. Several pieces may be missing - is it possible to purchase single cards or other components directly through you, as needed to complete the set?"
It was only a few hours before Jay got back to me, asking what I was missing. As it turns out, the sets were complete - but I am confident that he would have sent me any missing parts (possibly for a small fee, but that's only appropriate when I purchased second-hand).
And it probably goes without saying, but do your homework and ask the right person. Check the company's website to see if they have a customer service contact. If I ask the webmaster for a PDF, it won't do much good. Sometimes, you need to start your e-mail with, "I'm not sure if I have the correct person for this - if you are not the correct person, can you please forward this to the appropriate party?"
Rule Two: Don't be afraid to ask.
The worst thing a publisher can do is turn you down or ignore you. If this happens, you're out the ten minutes or so it took to type the e-mail.
As you may recall, I'm a big fan of the Bits and Mortar program. Now, I was browsing their site, and I realized that I have books from several of these publishers where I don't have the PDF versions. So I sent off some e-mails.
One publisher I contacted is not a current participant in the program, but their game had been distributed by another publisher who was a part of the program.
"I realize," I asked him, "that you aren't listed as a participant in the program, but I was wondering if you were considering membership or if you provide a discount code for DriveThru for people who have purchased print copies of your books."
I got the PDF. For free. It was accompanied by a brief note, "We are not currently running the bits and mortar program. However, as a gesture of goodwill and to say thanks for buying the game, I have sent you a Drivethru link to allow you to download a free copy."
If I hadn't asked, I wouldn't have received the PDF.
Rule Three: Be prepared to back it up.
The publisher may ask for some proof if you're asking for something for free that isn't a broken/missing/defective piece. Sometimes, they may ask for proof of defective or broken pieces.
I asked both Pelgrane Press and Mongoose Publishing for a variety of PDF files. Both are Bits and Mortar participants. In the case of Pelgrane, I'd had some of the books since before the program existed - and I told them that in my e-mail (Rule One). I didn't have receipts for any of these products.
Both publishers responded within a day or two. Both requested photos of the products to prove that I had them. This was easily done.
I had the PDF files within a day of sending in the photos.
Rule Four: Be as clear as possible.
Your e-mail should spell out what you have, then what you want. Most of the letters I sent boiled down to: "I have X. I would like Y. What steps do I need to take?"
If you send an e-mail to a publisher that says, "I bought a book. Can I get the PDF?" The first thing they'll do is ask you "Which book?" Or "I bought a game and it was missing a piece," they need to know which game and which piece.
If it's a missing promo, then it gets a bit stickier. Sometimes. This happened to me at GenCon a few years ago: "I bought Mutant Chronicles at GenCon. It was my understanding that I was supposed to get a promo figure with that purchase - when I got home, I didn't see it in my packaging. Is this piece still available? If so, how do I go about getting one?"
An hour later, I had an e-mail from Fantasy Flight asking for my shipping address.
Some people will say, "I'm missing X, please ship replacements to:" This is perfectly acceptable - just be polite. And remember that some publishers have a set procedure for replacement that they have to follow. It's not the publisher's fault things were broken in shipping or misprinted or mispacked at the factory. Sometimes they have these procedures to they can figure out where the screw-up occurred (and prevent the mistake in the future).
I don't always get what I want, but I've found that - by following these four simple rules - I am successful more often than not.
Showing posts with label Rio Grande Games. Show all posts
Showing posts with label Rio Grande Games. Show all posts
Wednesday, January 25, 2012
Friday, October 26, 2007
The Sky Is Falling! The Sky Is Falling!
Posted by
Eric Franklin
Okay, not really. But Mayfair Games recently announced that they are requiring a 20% cap on discounts for their games.
Retailers who sell below that line will suffer "sanctions" and may be cut off from their supply. It'll hurt online retailers more than brick-and-mortar
Tom of Boards and Bits broke the news here. There's some good discussion mixed in with the ranting.
Here are my scattered thoughts:
It's not new to gaming. Games Workshop has done this for a while. They even go after eBay sellers.
It's legal - there was a recent U.S. Supreme Court ruling on this that didn't change the law, it adjusted the interpretation of the law which put more more power in the hands of manufacturers.
This sort of price control has been going for a long while in other industries.
I currently work in car audio. Various manufacturers have "Authorized Retailers." If you buy product from a non-Authorized retailer, then you don't have warranty coverage. MTX Audio has a page all about it: MTX - Unauthorized Resellers.
In order to become an Authorized Retailer, you get to jump through all kinds of hoops and sign a number of contracts. One of these contracts concerns "MAP" - depending on who you talk to, MAP is "Manufacturer Authorized Pricing" or "Minimum Advertised Price."
This gives the car audio-buying public a choice: Buy a speaker without a warranty and hope it doesn't die, or more and get a warranty backed by the manufacturer.
And there are ways around it:
1) Buy Product X, and we'll throw in Product Y.
2) Here's a Coupon Code for X% off your entire order.
3) Free shipping for all orders over $X
4) Buy Product X, save $Y on Product Z
So why would Mayfair do this?
1) It supports the FLGS. Internet retail is hurting the FLGS. I've ranted about this before. This levels the playing field a bit.
2) They can. Mayfair is the US publisher for The Settlers of Catan, arguably the best-selling Eurogame of all time.
3) It won't hurt internet retailers as badly as people think it will, because it means higher profit margins on Mayfair items (and because of the numerous ways around it).
There was discussion a few months ago about game companies possibly doing something like this. A ICV2 interviewed a few industry insiders:
Jay Tummelson of Rio Grande Games
Joe Hauck of WizKids
Loren Greenwood of Wizards of the Coast
... and that's all I have time to say.
Retailers who sell below that line will suffer "sanctions" and may be cut off from their supply. It'll hurt online retailers more than brick-and-mortar
Tom of Boards and Bits broke the news here. There's some good discussion mixed in with the ranting.
Here are my scattered thoughts:
It's not new to gaming. Games Workshop has done this for a while. They even go after eBay sellers.
It's legal - there was a recent U.S. Supreme Court ruling on this that didn't change the law, it adjusted the interpretation of the law which put more more power in the hands of manufacturers.
This sort of price control has been going for a long while in other industries.
I currently work in car audio. Various manufacturers have "Authorized Retailers." If you buy product from a non-Authorized retailer, then you don't have warranty coverage. MTX Audio has a page all about it: MTX - Unauthorized Resellers.
In order to become an Authorized Retailer, you get to jump through all kinds of hoops and sign a number of contracts. One of these contracts concerns "MAP" - depending on who you talk to, MAP is "Manufacturer Authorized Pricing" or "Minimum Advertised Price."
This gives the car audio-buying public a choice: Buy a speaker without a warranty and hope it doesn't die, or more and get a warranty backed by the manufacturer.
And there are ways around it:
1) Buy Product X, and we'll throw in Product Y.
2) Here's a Coupon Code for X% off your entire order.
3) Free shipping for all orders over $X
4) Buy Product X, save $Y on Product Z
So why would Mayfair do this?
1) It supports the FLGS. Internet retail is hurting the FLGS. I've ranted about this before. This levels the playing field a bit.
2) They can. Mayfair is the US publisher for The Settlers of Catan, arguably the best-selling Eurogame of all time.
3) It won't hurt internet retailers as badly as people think it will, because it means higher profit margins on Mayfair items (and because of the numerous ways around it).
There was discussion a few months ago about game companies possibly doing something like this. A ICV2 interviewed a few industry insiders:
Jay Tummelson of Rio Grande Games
Joe Hauck of WizKids
Loren Greenwood of Wizards of the Coast
... and that's all I have time to say.
Sunday, October 14, 2007
Writing For Pay - Interview is Now Up
Posted by
Eric Franklin
As I'd mentioned previously, I was interviewed for Writing For Pay.
The interview is now up, as are The Show Notes.
Here are MY show notes (and clarifications):
1:20 - Wow. Do I really sound like that? Admittedly, I did have a cold at the time ...
2:04 - I chose a bad example in a few seconds here. The "Frequency" vs. "Availability" is not the best example I had. I just froze. "Scenery" vs. "Terrain" would have been a much better example. Also: "English games" should be "English-language games."
3:30 - I reference BGG.CON as being "a large convention" here. It's not large, but it is fairly influential. And I do want to go at some point. Very badly.
4:30 - I mention that the translation was "in-house," - I realized after the interview that, while some of it was in-house, not all of it was. Oops.
4:50 - Their translations have improved dramatically: Very true. They have a new group of translators who are also gamers, as well as being really neat people. I feel lucky that they still want my help. I love working with these guys.
5:27 - Wooly Bully was the first game to leap to mind. The translation for Wooly Bully is quite good. I could have chosen a better example.
5:40 - It's true. Some of their translators were non-gamers. I was shocked the first time I heard this. Their current translators are gamers.
5:55 - I believe this strongly: If it's a game product, involve gamers. By all means, run it past a non-gamer or two to check for clarity, but make sure you're not alienating gamers.
6:40 - Publishers bringing across European games include Asmodee, Rio Grande Games, and Z-Man games. There are (of couse) others.
7:35 - I love reading French games. I have a stack of French RPG books like you wouldn't believe. They were a gift from Christophe Arnoult after my first Origins. I'm still puzzling through them and considering running a game of C.O.P.S.
8:10 - Yep. Hell Dorado. I'm not comfortable discussing it too much, but I can acknowledge that I'm working on it. The official forums are here.
8:40 - It's the Thirty Years' War. I can't belive I blanked on this. And yes, it was the 1600's, not the 1500's.
9:20 - "We realized," meaning ... um ... I'm not sure. Although, in Hell Dorado, the Thirty Years' War is (if I recall correctly) paused. The "Westerners" faction includes both Catholics and Protestants.
9:50 - Items, Objects, Tokens, Markers, and Counters. Any errors on these in Dungeon Twister are my fault. Something I learned the hard way.
10:50 - I love the fact that I'm comfortable enough to contact Christophe Boelinger directly to ask for help. I was pretty incoherent the first time I met him. He put me at ease pretty quickly. I got an e-mail from Bruno Faidutti, once, and was incoherent for days.
11:20 - Werewolves of Miller's Hollow: New Moon is in Customs right now.
11:50 - We went back and forth and back and forth and wound up directly contacting the designer to find out what happens with the card in question. And then we figured out how to phrase it so as to avoid confusion.
12:30 - It's true: I'd love to help anyone with their games.
13:01 - Talking Game is a successful gaming blog. I'm just not all that influential. Yet. I'd love to have Tom Vasel's readership/listenership.
The interview is now up, as are The Show Notes.
Here are MY show notes (and clarifications):
1:20 - Wow. Do I really sound like that? Admittedly, I did have a cold at the time ...
2:04 - I chose a bad example in a few seconds here. The "Frequency" vs. "Availability" is not the best example I had. I just froze. "Scenery" vs. "Terrain" would have been a much better example. Also: "English games" should be "English-language games."
3:30 - I reference BGG.CON as being "a large convention" here. It's not large, but it is fairly influential. And I do want to go at some point. Very badly.
4:30 - I mention that the translation was "in-house," - I realized after the interview that, while some of it was in-house, not all of it was. Oops.
4:50 - Their translations have improved dramatically: Very true. They have a new group of translators who are also gamers, as well as being really neat people. I feel lucky that they still want my help. I love working with these guys.
5:27 - Wooly Bully was the first game to leap to mind. The translation for Wooly Bully is quite good. I could have chosen a better example.
5:40 - It's true. Some of their translators were non-gamers. I was shocked the first time I heard this. Their current translators are gamers.
5:55 - I believe this strongly: If it's a game product, involve gamers. By all means, run it past a non-gamer or two to check for clarity, but make sure you're not alienating gamers.
6:40 - Publishers bringing across European games include Asmodee, Rio Grande Games, and Z-Man games. There are (of couse) others.
7:35 - I love reading French games. I have a stack of French RPG books like you wouldn't believe. They were a gift from Christophe Arnoult after my first Origins. I'm still puzzling through them and considering running a game of C.O.P.S.
8:10 - Yep. Hell Dorado. I'm not comfortable discussing it too much, but I can acknowledge that I'm working on it. The official forums are here.
8:40 - It's the Thirty Years' War. I can't belive I blanked on this. And yes, it was the 1600's, not the 1500's.
9:20 - "We realized," meaning ... um ... I'm not sure. Although, in Hell Dorado, the Thirty Years' War is (if I recall correctly) paused. The "Westerners" faction includes both Catholics and Protestants.
9:50 - Items, Objects, Tokens, Markers, and Counters. Any errors on these in Dungeon Twister are my fault. Something I learned the hard way.
10:50 - I love the fact that I'm comfortable enough to contact Christophe Boelinger directly to ask for help. I was pretty incoherent the first time I met him. He put me at ease pretty quickly. I got an e-mail from Bruno Faidutti, once, and was incoherent for days.
11:20 - Werewolves of Miller's Hollow: New Moon is in Customs right now.
11:50 - We went back and forth and back and forth and wound up directly contacting the designer to find out what happens with the card in question. And then we figured out how to phrase it so as to avoid confusion.
12:30 - It's true: I'd love to help anyone with their games.
13:01 - Talking Game is a successful gaming blog. I'm just not all that influential. Yet. I'd love to have Tom Vasel's readership/listenership.
Wednesday, July 18, 2007
Mamma Mia!, No Thanks!, and Mmm... Brains! - What I've been Playing
Posted by
Eric Franklin
It's been a while since I ran through what I've been playing lately and what I thought of them:
I was recently introduced to Mamma Mia! by a friend of mine at her birthday party. I very much enjoyed it, and so picked it up. Despite the English rulebook leaving out a critical rule (you should pull toppings out if you're playing with less than five players), the game is a great deal of fun.
I was able to play it two-player last week - it was pretty flat (due to the missing rule), so each of us grabbed two colors, which made the game more interesting.
Selena (one of the regulars on Wednesdays) didn't play, but she watched. She noticed the designer's signature - "Is this by the same people who did Bohnanza?" I hadn't even noticed - it's got some definite commonalities, however.
I'm thinking about tracking down a copy of Sole Mio, a standalone expansion - I'm just not sure if the card quality will be the same (I have the Rio Grande version of Mamma Mia, and RGG hasn't released Sole Mio in English).
After hearing a fair amount of discussion on the Geek about No Thanks!, I figured I'd pick it up, as well. I was expecting a light filler - and I got that, but this game has a lethal edge to it. The rules are simple: Either pick the available card (and all tokens on the card) up, or play a token on the card. If you manage to have a run, it's worth the lowest card in the run. Low total wins.
It lends itself to situations where (in four player), you wind up paying an opponent a chip in order to take a card they wanted anyhow. When we played, Sammy picked up the "31" card and three chips, and dropped her score by 32 in the process (she had 30 and 32, and none of the rest of us were willing to take the hit). Brutal. Evil. Wonderful.
I've been a fan of Reiner Knizia's games for a while. They tend to be among my favorites. At the same time, I have not liked most of the games published by Twilight Creations. Mmm... Brains sat on my FLGS shelf for several weeks before I noticed Knizia's name on it. I bought it the same day. It's another light filler, but (again) tends towards the cutthroat.
I also picked up Vexation. I like it a lot. It takes two mediocre games with not a lot of strategy to them and gives them an edge. While I occasionally enjoy playing TransAmerica or TransEuropa, they're not very strategy-intensive. Vexation allows you to slow your opponents down by a turn or two, which usually makes all the difference in the world.
I was recently introduced to Mamma Mia! by a friend of mine at her birthday party. I very much enjoyed it, and so picked it up. Despite the English rulebook leaving out a critical rule (you should pull toppings out if you're playing with less than five players), the game is a great deal of fun.
I was able to play it two-player last week - it was pretty flat (due to the missing rule), so each of us grabbed two colors, which made the game more interesting.
Selena (one of the regulars on Wednesdays) didn't play, but she watched. She noticed the designer's signature - "Is this by the same people who did Bohnanza?" I hadn't even noticed - it's got some definite commonalities, however.
I'm thinking about tracking down a copy of Sole Mio, a standalone expansion - I'm just not sure if the card quality will be the same (I have the Rio Grande version of Mamma Mia, and RGG hasn't released Sole Mio in English).
After hearing a fair amount of discussion on the Geek about No Thanks!, I figured I'd pick it up, as well. I was expecting a light filler - and I got that, but this game has a lethal edge to it. The rules are simple: Either pick the available card (and all tokens on the card) up, or play a token on the card. If you manage to have a run, it's worth the lowest card in the run. Low total wins.
It lends itself to situations where (in four player), you wind up paying an opponent a chip in order to take a card they wanted anyhow. When we played, Sammy picked up the "31" card and three chips, and dropped her score by 32 in the process (she had 30 and 32, and none of the rest of us were willing to take the hit). Brutal. Evil. Wonderful.
I've been a fan of Reiner Knizia's games for a while. They tend to be among my favorites. At the same time, I have not liked most of the games published by Twilight Creations. Mmm... Brains sat on my FLGS shelf for several weeks before I noticed Knizia's name on it. I bought it the same day. It's another light filler, but (again) tends towards the cutthroat.
I also picked up Vexation. I like it a lot. It takes two mediocre games with not a lot of strategy to them and gives them an edge. While I occasionally enjoy playing TransAmerica or TransEuropa, they're not very strategy-intensive. Vexation allows you to slow your opponents down by a turn or two, which usually makes all the difference in the world.
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