Jeremy has returned from Unpub 5, the unpublished games convention, and he tells us all about it. We discuss the benefits of going to this kind of convention, what types of games you’ll find, and tips for publishers, designers, and gamers on maximizing your experience while you’re there.
Brian discusses his experience with marketing after a game release, Jeremy tells tales of fellow designers at conventions, and Richard reminisces about the buyer experience.
Brian lays out the methods of getting some free press by working with other designers and publishers. Jeremy drops some economics for those willing to drop some dough. Really, they each do both. Richard listens and receives a special visitor!
Audio/Podcast Version: http://traffic.libsyn.com/theforbiddenlimb/FLP011.mp3
Richard asks Jeremy and Brian to enlighten him on who to get interested in a prototype, where and when to find those people, how to get them interested, and why. Really, all the questions except “what.” You do have a prototype, right?
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.
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
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.
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.
- Box Quality
- Box Design
- Box Sizes
- Custom Game Trays
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.
- Component Complexity
- Playtesting a Trading Card Game
- Late Game Modifications
- Second Editions
- Dealing with Erratum
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