We go over the top 5 reasons to theme your prototype and some discussion around them. If you want to have them spoiled, here are some of our notes on each one:
5) Theme makes it easier to learn your game. It drive cohesion, direction, and rules comprehension.
4) Some publishers really care about theme (like Brian) so you’ll get more opportunities if your game has one. You’ll get in the door. Theme sells better than math. Games are an experience, and theme tells your story.
3) A themed games is more interesting to players so you’ll get more playtesters. It shows your playtesters that you respect their time and level of enjoyment.
2) Save the publisher time by showing them it is complete. A game with no theme isn’t done yet and they would usually not do that work if they can avoid it. Once you’re in the door, you’re more likely to stay there.
1) Theme is part of the design. Why are we even talking about them as if they are independent parts?
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?
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.
Jeremy has returned from Unpub 5, the unpublished games convention, and he tells us all about it.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.