Podcast Link: http://traffic.libsyn.com/theforbiddenlimb/BGBP069.mp3
Today we talk about ways to get people to play your ugly prototype! Some topics:
- Imaginary friends
- Design partners or other trusted designers
- Designer groups
- General playtesting groups
- Fostering an inviting community
- Conventions at a free table
- Conventions as an event
- Other convention options
- Digital simulations
- Paid playtesting
How should you use print-and-plays as a designer, publisher, or indie creator? We discuss some options!
- Early Feedback
- Limited or Full Version?
- What do players use them for?
- Shopping Ahead
- Evaluating Gameplay
- Evaluating Art
- Why a P&P isn’t giving the game away.
- Other components
- PnPs at Cons
Audio/Podcast Version: http://traffic.libsyn.com/theforbiddenlimb/BGBP042.mp3
The Forbidden Limb debuts on The Dice Tower Network with tips on finding art for your prototype.
Jeremy tells us the top 9 items he believes designers should consider adding to a publishing contract before they sign it.
We don’t have video for this one due to some camera issues. Sorry about that!
Learn about the important clauses in a contract between a tabletop game designer and publisher. What does a contract look like and what do you want to make sure is included, both from the publisher and designer perspective?
Audio/Podcast Version: http://traffic.libsyn.com/theforbiddenlimb/FLP015b.mp3
See a behind the scenes perspective of a Kickstarter campaign from Brian. The Bombers and Traitors expansion of Good Cop Bad Cop campaign ended just a couple of weeks ago and we go through all the data. Jeremy adds his backing preferences and Richard asks some clarifying questions.
Podcast/Audio Version: http://traffic.libsyn.com/theforbiddenlimb/FLP014.mp3
Jeremy has returned from Unpub 5, the unpublished games convention, and he tells us all about it.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?