"104 Tons Of Chipboard Stock," A Thank You From Grand Prix International
Can you feel that? It's the ground shaking as the launch of the Ogre Designer's Edition keeps steadily rolling at us, and yesterday a welcome and very appreciated break hit the office when a package from our printer rep, David with Grand Prix International, reached my desk. The package was opened by our Production Manager, Sam, and the first I knew something was up was when I read the included card:
David's always being remarkably generous with his time and going out of his way to work closely with us -- I've joked at times that he's effectively staff; we print and reprint so many games that David spends as many waking moments working on games like Munchkin, Zombie Dice, and Ogre as any one of us at Steve Jackson Games -- and this card was exactly what I needed to help get through an insanely busy day.
But the card was just the start of the fun. Also included in the package was a signed and framed copy of the Ogre blueprint poster. Yes, the exact same poster that your support unlocked as the $100,000 stretch goal. This will look amazing on one of the walls in our office!
And mounted just beneath the poster is a small plate that really drives home just how big and impressive the entire Ogre Designer's Edition project has been. Because of the years we spent working on the game before this Kickstarter project launched -- and as a result of your generosity -- the plate reads:
"The game that required 21 rounds of quote revisions over five years, 83 total die cut, vacuum form and injection molds, 104 tons of chipboard stock, 56 tons of paper stock, and resulted in 14 containers of product shipped over the course of two months."
Wow. I knew there was a lot of raw materials used in the creation of the game, but I had never really sat down and thought through just how much chipboard and paper we transformed from blank materials into a truly remarkable and memorable game.
Thank you to David and Mike at GPI, to all of the partners in Hong Kong and the factories in China, and to all of you for working as a group to take our ideas and hours of sweat and produce what will very likely be the largest game that I ever work on. I'm proud of what we, together, have created, and I'm looking forward to hearing from all of you when your games arrive.
And to those of you visiting us in Austin this weekend, I hope that you will find a moment or two to accept a personal thank you from me. The game wouldn't be what it is without your contributions.
- Phil Reed