How to Use Print-and-Plays

How should you use print-and-plays as a designer, publisher, or indie creator? We discuss some options!

  • Advantages
  •  Early Feedback
  • Kickstarter
  • 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.
  • Translations
  • Other components
  • PnPs at Cons

Audio/Podcast Version: http://traffic.libsyn.com/theforbiddenlimb/BGBP042.mp3

Getting Buzz for Your Prototype

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?

Audio/Podcast: http://traffic.libsyn.com/theforbiddenlimb/FLP010.mp3

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