No worries. I'm unhappy about my inability to deliver on time, is all. One of the reasons for creating SR was simply to encourage others to create fanzines or at least publish some of their work to the web.
Aside from Freelance Traveller and SJGames's JTAS, there hasn't been a Traveller fanzine/magazine in ten years (that I'm aware of) before Stellar Reaches came on the scene. Most fanzines from the 80s and early 90s were formulaic in their approach. Each release contained something along these lines:
* An astrography article, detailing a subsector in the magazine's favored sector. (I used quadrants because I didn't want to take 3-4 years to cover an entire sector.)
* An adventure or amber zone.
* A patron encounter or two.
* A lifeform entry, slowly building on the Traveller bestiary.
* A starship or an article on starships.
* A general Traveller article, such as a Contact article on a minor race or something related to an aspect of the OTU.
* An equipment article.
There are other options, but this should give you an idea of the kind of things that most people have become accustomed to seeing in their Traveller periodicals.
There are a great number of talented people in Our Old Game here, and I am personally very thankful to them for the contributions they have provided SR over the last year. Still, these guys are busy with their lives, too, and you will go through dry spells from time to time. That's why I suggested that you'll need to be ready to provide the material yourself if you can't get it from others.
For that reason, consider remaining small, at 20-40 pages per issue, particularly if you are going to try to go monthly. You won't be too badly hit is it's a dry month for some reason (like Christmas, for example.) Most fanzines in the past were 18-32 page periodicals, and if you can get things off the ground, I think that's a reasonable expectation from a small out-of-the-garage publishing company. Eventually, you'll be able to grow into a regular 60-120 page delivery like DGP, but I wouldn't count on it until you line up consistent talent interested in developing Traveller material in line with your magazine's goals. Focus on a unified direction is the hardest part for volunteer submissions, but if you are going to be paying these guys, I think you'll be able to get that direction because you'll be able to call the shots a lot more.
So, have you thought about the direction you want to take your periodical? What are your intentions for it? What are you looking for in terms of submissions to support those intentions? And finally, what kind of compensation are you looking at providing your freelancers?
Compensation is going to be your hardest point here, because you aren't going to be able to offer a lot of cash. Many people will come back with quotes about what SJGames will pay them for their work and suggest that they won't write for you if you can't meet that standard. (And you won't be able to meet the "JTAS Standard", as SJGames has larger resources to pay their writers and artists than you are likely to have, such as their RPG business, without losing money on the deal.) That's another part of why I don't sell SR, because I couldn't afford to pay the people that submitted work. No one really likes to give stuff away so someone else can make a profit. At least this way, no one involved with SR is making money but no one is losing any, either, and the zine remains an act of love for the game on the part of all its contributors.
Now, I'd probably write an article for a token amount (if I could find the time), and you can probably find a few others that would do so, as well. I wouldn't count on many volunteers in those regards, however.
Just how much can you make here? Well, let's see. I'm going to assume that you'll probably charge $2-$3 per issue for a small PDF periodical that comes out monthly. You will probably sell anywhere from 40 to 60 copies per issue, so plan on 40 copies as your breakeven point. At $2 per issue, that's $80 to cover the costs of that issue and make a profit. At $3, that's $120. Let's go with $3, because we might need that money.
Purchased artwork for the fanzine might cost you $25 for a single piece, and that's only if the artist is in a good mood. Assuming that you use Public Domain images and the like for the rest of the interior, you'll get a cool cover piece from a budding artist, and you've spent $25.
If you have any overhead in web services costs and the like, that will cost you a bit, too. I'm not going to add that in here, because NWGamers was very kind to donate the space for Stellar Reaches. Without them, I'd be using
www.geocities.com and that's not very professional. It'd cost me $5 a month to get rid of the advertisements, at a minimum, and I'd want to do that for a professional venture. Of course, places like RPGNow, ENWorld and Lulu offer storefronts for free or for a minimal start-up cost, but with no monthly charges. These make up for it by getting a percentage of each item sold through them. (Using these services introduces costs for distributing your PDF periodical, such as the 30% that RPGNow charges or the 20% that ENWorld or Lulu charges as their share for hosting and providing shopping cart features, then you lose $24-$36 dollars from your profits right there. But you don't have to provide those services on your own, and RPGNow and ENWorld are great for allowing RPG Gamers to find your product, so it may be worthwhile considering it.)
Okay, without considering the above, you are still at $95 as your expected total revenue after one piece of artwork. (If you are or if you know an artist, this could be eliminated, but it's likely others won't do the work for free.)
Let's assume that you are looking at 20 pages of actual content each month, for which you'd have to pay someone. At $2 a page, you're paying out $40 in order to get content, but most freelancers aren't inclined to work for $2 a page. So, you might consider a bit more of your revenue that could get more interest from freelancers. At $3 a page, you're spending $60, and the average 3-5 page article nets your freelancers $9-$15 each. Now, you could push it to $4 a page, so that you're spending $80 (leaving you with very little profit), and the freelancers are getting $12-$20 an article. But at this point, you are starting to count on selling above your breakeven point in order to make your own money.
A better model might be to offer a few bucks for a one-pager, and $10 or $15 for an article, so that you aren't worried about word count and such so much as you are getting material in.
That, and write a bunch of it yourself, so you don't have to pay out as much.
As I said, it's harder than it looks.
(In case you can't tell, I've put a lot of thought into a similar project, and I didn't like the numbers I kept coming up with when I have to include paying freelancers what they are legitimately due. My own private publishing imprint, Samardan Press, which I am starting soon, will most likely only include my personal work, since I am not likely to be able to afford much in the way of hiring freelancers for additional work. Still, who knows? We'll see what the first few publications bring in, and then I'll have an idea of what I can expect realistically in terms of profit and expenditures.)
I hope this helps,
Flynn