So, for my current project, I've got it down as a pdf-only deal. I've run into snags with physical books before, in years past, and they still bug the shit out of me.
People seem to really want actual, physical books, though, so I've been walking through to get a good process, seeing if I can build up the capacity to say to myself "This is totally a lock." I can add the perk to the IndieGoGo campaign, easily.
So here's where I'm at. What I want to know is: Am I missing something?
1. IndieGoGo gives me the list of people; I get locations, etc. This is one of my big "What do they give me, exactly?" bits; I don't know if they could just give me a shipping list.
2. As soon as the game hits 'zero edition' (closed tests done, plus a few playthroughs where I just watch with a clipboard), I send my files to the printer. The printer is local to me - they're the "espresso machine" at the university I attend, and I have used them to print small runs twice now; Cog Wars and Ruritania. The printer is a lock.
3. About two to five days later, I walk the box of books upstairs in the building where the printer is, accompanied by a clipboard. On said board is a shipping list, and a stack of record sheets to go along with.
4. I buy a big stack of shipping envelopes at the post office in that building (they have them, I've checked), buy a coffee, sit down at a table, and pack.
5. I walk back into that post office and ship them all, right then. I've already got the shipping costs - light international parcel shipping is $10 (I took in another book I've had printed at espresso and asked).
This seems like a really tight plan, but I have to be missing something. What usually goes weird on kickstarters and the like? What are the edge cases, and such?