Episode #77: Getting Your Prototype Played at Smaller Conventions

(link for direct download of podcast episode)

5) Teach games and then ask if they want to try your own game afterwards. (know your audience and be respectful of time)

4) Setup in open gaming and grab drive bys and/or have good signage.

3) Setup an event with local designers there through meetup/facebook so you can all play each other games. (then anyone who is interested can go out to lunch/dinner afterwards)

2) Setup official events and offer prizes/bribes. (make sure you have a way for people to be notified when they can get it and/or get their name in the rulebook)

1) Find or create your own prototype room.

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Episode #76: Going to Conventions Without Going to Conventions

(podcast direct download link)

Today Brian interviews Erik Dahlman of Albino Dragon about the convention services he offers where his team will demo your game at his booth at various conventions throughout the year. You can get the exposure that conventions offer without the million headaches of actually doing it. To get more information from Erik, email CONVENTIONS@ALBINODRAGON.COM.

Episode #75: Your Kickstarter Funding Goal, Stretch Goals, and Updates

Listen Here: http://traffic.libsyn.com/theforbiddenlimb/BGBP075.mp3

In this podcast episode, we cover different methods for setting your Kickstarter funding goal, your stretch goals, how many updates to send during the campaign, and we talk about Richard’s holy grail Star Trek cat game.

Episode #74: Rules for Writing Rules

Listen Here: http://traffic.libsyn.com/theforbiddenlimb/BGBP074.mp3

Learn all about Jeremy’s “7 Rules for Writing Rules” and what Richard and Brian think about them. We actually disagree on this on more than most episodes!

  1. Force yourself to write your rules right away and have them ready for your first playtest with real people.
  2. Start strong. Tell a story as you give the theme.
  3. Use software to maintain your rules and keep them always up-to-date.
  4. Add notes to add diagrams later.
  5. Put a component list at the end of the rules use a component diagram with labels.
  6. Use 2nd person to specify “you”.
  7. Use white space and formatted lists.

Episode #73: Designing Around Analysis Paralysis

Today we discuss how to design around analysis paralysis:

  • Is it a bad thing?
  • Limiting your decision space
  • Add more options/decisions as you go
  • Allowing players to “mess up” the next player’s carefully laid plans
  • Companion app
  • Reference cards to make decisions easier
  • Usability in graphic design or component selection
  • Simultaneous play
  • Hidden actions
  • Keep players engaged
  • Walls of text
  • Put longer decisions at the end of a players so other players can take their turns while the other player is thinking

Audio/Podcast: http://traffic.libsyn.com/theforbiddenlimb/BGBP067b.m4a

 

 

 

Episode #72: Gaming with Edo on Overworld Games Experiments

Ed Baraf sits down with Brian Henk to discuss the history of experiments tried at Overworld Games, such as using IPs or releasing a game outside of Kickstarter — and how games have done in terms of profitability and copies sold. Going through what went well and what didn’t may give other creators some insight into what they should and should not do.

Audio Version: http://traffic.libsyn.com/theforbiddenlimb/edo_interview.mp3

 

Episode #71: Saving a Failing Kickstarter Campaign

Podcast/Audio: http://traffic.libsyn.com/theforbiddenlimb/BGBP071.mp3

Today we talk about how to figure out why your Kickstarter campaign is failing and how to fix it.

Brian’s magic recipe for a successful campaign:

  1. A page that converts visitors into backers
  2. Get backers to your page

Converting: The video, explaining the hook, providing the content people really want to see

Getting Visitors: Social media ads, building your crowd before launch, connecting with influencers, creating awareness during the campaign