Moving from Print-on-Demand to Manufacturing, Part 3 (Transitioning)

Jeremy explains the structure of a Kickstarter campaign, leaving options for POD and manufacturing open. Brian gives his three criteria for choosing a manufacturer. Richard puzzles over the benefits of different manufacturer locations.

Audio/Podcast: http://traffic.libsyn.com/theforbiddenlimb/FLP009.mp3

Moving from Print-on-Demand to Manufacturing, Part 2 (Mistakes)

Brian gives several examples of errors that can occur with either POD or manufacturing and Richard discovers the guys’ tips for minimizing mistakes. Jeremy talks about getting games played by publishers.

Audio/Podcast version: http://traffic.libsyn.com/theforbiddenlimb/FLP008.mp3

Moving from Print-on-Demand to Manufacturing, Part 1 (Options)

It’s a Jeremy-heavy episode as we start a discussion on which Print-on-Demand (POD) services are available. Brian jumps in with first choices for larger manufacturers. Richard is fascinated.

Audio/Podcast: http://traffic.libsyn.com/theforbiddenlimb/FLP007.mp3

Packaging Your Game

Jeremy geeks out on his love of all things box, while Richard explores the dynamics of sleeved vs. unsleeved tabletop game box design and Brian explains his trials and tribulations designing boxes for display and functionality.

Topics:

  • Box Quality
  • Box Design
  • Box Sizes
  • Custom Game Trays

Audio/Podcast: http://traffic.libsyn.com/theforbiddenlimb/FLP006.mp3

When is Your Game Ready? Part 3: Finishing Touches

Brian and Jeremy discuss the current trends in what publishers are looking for, Richard reminisces about the goals and hardships of playtesting a TCG, and the guys determine if a game can ever truly be finished anyway.

Topics:

  • Component Complexity
  • Playtesting a Trading Card Game
  • Late Game Modifications
  • Second Editions
  • Dealing with Erratum

Audio/Podcast: http://traffic.libsyn.com/theforbiddenlimb/FLP005.mp3

When is Your Game Ready? Part 2: Unpub/Protospiel

Jeremy and Brian explain to Richard where he can find a feedback form, the difference between Euro- and Ameritrash games, how to evaluate data (or get someone else to do it), what conventions are held for developing games, and how to make and present a sell sheet.

Topics:

  • Using sell sheets
  • Participating in Unpub/Protospiel events
  • Written feedback for playtesting
  • Playtesting different types of games
  • Automated playtesting

Audio/Podcast: http://traffic.libsyn.com/theforbiddenlimb/FLP004.mp3

When is Your Game Ready? Part 1: Playtesting

In this episode, Richard asks Jeremy and Brian to explain how to get players to playtest a game, specifically:

  • How to host a playtest
  • How to blind playtest
  • How to remote blind playtest
  • How to track playtest feedback

Audio/Podcast: http://traffic.libsyn.com/theforbiddenlimb/FLP003.mp3

To Early Bird or Not to Early Bird?

Brian and Jeremy talk to Richard about their differing views on earlybird offers on Kickstarter. It’s how nerds fight.

Podcast/Audio: http://traffic.libsyn.com/theforbiddenlimb/FLP002.mp3

Introduction to The Forbidden Limb Podcast/Vidcast

Learn more about The Forbidden Limb podcast. We introduce ourselves, give a bit of background about us, but more importantly, we tell you what you will get out of listening to this podcast.

Podcast: http://traffic.libsyn.com/theforbiddenlimb/FLP000.mp3

Pricing and Distribution

This is the first episode of The Forbidden Limb podcast/vidcast where we discuss the BUSINESS side of the tabletop gaming industry. In this episode, we talk about pricing a game and where the profits go when selling it in these different methods of distribution:

  • Direct from the publisher’s website
  • Direct through Kickstarter
  • Publisher to Retailer
  • Publisher to Distributor
  • Publisher to Distribution Services Company

Audio/Podcast: http://traffic.libsyn.com/theforbiddenlimb/FLP001.mp3