Yesterday, I said that I don't have resources to do a lot of things on my own, and I don't want to spend a lot of time and energy chasing investment. I'm even reluctant to take Felicity to Kickstarter, because that money comes without administrative support, and it puts me back in the position of having to manage a production team and a budget. I can do it -- I was a project manager at an IT company back in the day -- but I'd hate every second. So that's right out.
And yet... writing off outside resources puts me at a decided disadvantage right out of the gate. It doesn't just put a hard limit on the scope and production values of the project. It also means the only audience I can get is the one I can rally on my own. The exposure and distribution advantages that money can bring are enormous and hard to give up. That's why it's so much work to get them in the first place.
There is a middle ground. I can create a tiered structure for Felicity: a core level of elements that I can do entirely on my own, and then other components that would add depth and richness, but that I'd need additional resources for. This would allow me to start building out Felicity on my own while seeking partnership with a publisher, production company, etc. at the same time. And if I did get a partner, they'd handle the production management of their pieces; they'd be best at it, after all.
So the immediate goal of this creative process -- the one I'm doing right before your eyes -- is to create a project spec that will be both a guideline for me as I create independently, and a proposal I can send to anyone who might be interested in getting in on the action, as the kids say these days. It may be that nothing ever makes it to market beyond the core stuff I can do on my own... but at least I'll have something to show for my time besides a calendar full of conference calls going nowhere.