Sun, 13 June 2021
John Brieger talks about some of the biggest mistakes he's made during the development process so we can all learn from them. References:
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Sun, 25 April 2021
Learn why your game needs development help with professional developer, John Brieger.
References:
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Sat, 2 January 2021
We discuss the top 5 most common rough edges on a Kickstarter game so you can avoid them on yours!
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Sun, 4 October 2020
In this episode, we re-visit our list of top places to find art for your prototype. Links:
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Mon, 11 May 2020
Jeremy and Brian discuss how we think the board game industry will be impacted by COVID-19. This was recorded in early April of 2020. Resources:
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Sun, 22 September 2019
In this episode, we are going to cover a bunch of tips for you game designers to SAVE YOU TIME. Resources Mentioned
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Sat, 20 July 2019
We give you our top 5 tips for advertising your board game and how to learn which sources are best for you and your game. This is a little more focused on ads for a Kickstarter campaign, but is applicable to any type of advertising for a board game. References:
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Sat, 29 June 2019
Today we dig into the Patreon mailbag and answer these questions:
Thanks to Mark Edwards for editing this! |
Sat, 8 June 2019
How has the board game industry changed in the last 5 years? Brian co-founded Overworld Games about 6 years before this was recorded so it's also a view of how things have changed between when he started publishing games and now. Here is the top 5 list:
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Fri, 24 May 2019
Patron Andrew van Ingen suggested this episode on how to deal with scope creep. Here's the list we go through! 5. If some people don’t hate it, you are doing it wrong. |
Fri, 19 April 2019
When you're trying to build up a crowd for your game before Kickstarter or to build your resume for selling your game to a publisher, there are a lot of places to put your time and money, but some are better than others. 5. Create a Facebook page or group
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Sat, 30 March 2019
Jeremy and Brian give some tips for how you can better manage your day job and hobby board game business. Resources:
Edited by: Mark Edwards
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Sun, 17 March 2019
Jeremy and Brian cover the top 5 things that are most commonly wrong with a pitch a game designer gives to a publisher. If you're a designer, you'll probably find something in here that you can use to improve your next pitch. |
Tue, 26 February 2019
When you've been working on a design for a while and you're not sure if there's enough there to keep going with it, we have some signs that it might be time to give up on it. If you want a spoiler, the signs are: 5) No market opportunity |
Mon, 11 February 2019
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 drives 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? |
Mon, 21 January 2019
Top 5 Tips for Getting Your Prototype Played at Small Conventions
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. |
Sat, 5 January 2019
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 about working with him, email CONVENTIONS@ALBINODRAGON.COM. |
Sat, 15 December 2018
In this one, 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. |
Fri, 16 November 2018
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! Jeremy's 7 Rules for Writing Rules
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Tue, 9 October 2018
Today we discuss designing around analysis paralysis:
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Fri, 21 September 2018
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. Video Version: https://youtu.be/xMkEDTgVk5w |
Wed, 8 August 2018
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:
Converting: The video, explaining the hook, providing the content people really care about Getting Visitors: Social media ads, building your crowd before launch, connecting with influencers, creating awareness during the campaign |
Tue, 24 July 2018
Brian had the pleasure of interviewing Vincent Salzillo, President of Double Exposure, Inc. His company organizes Gen Con events such as First Exposure Playtest Hall and the new First Encounter Designer Showcase (publisher speed dating) events. They also organize conventions such as DEXCON, DREAMATION, and METATOPIA. Plus they run the Envoy programs. It's a lot! This is what we cover in 30 minutes:
Resources
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Wed, 18 July 2018
Today we talk about ways to get people to play your ugly prototype! Some topics:
Resources
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Mon, 4 June 2018
Today our episode is more focused on behind-the-scenes of being a Kickstarter creator. We dig into how CrowdOx works and use it as a vehicle to discuss some topics on how a pledge manager can and should be used on a campaign. Topics:
Reference:
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Fri, 4 May 2018
Today we talk about how randomness affects our enjoyment of games. It's slanted towards game design, but also has some publisher/indie creator perspectives as well.
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Mon, 9 April 2018
This is the Golden Age of Tabletop Gaming Panel from Wondercon 2018 organized by High Voltage. It covers industry trends, game design basics, and how to find events and gamers in your area. The panelists are: Will Pasquin (Gaming Guru, High Voltage) Becca Scott (Host, Geek & Sundry’s Game The Game) Ross Thompson (Games Marketing & Events Manager, IDW Games) John D Clair (Game Designer, Mystic Vale, Edge of Darkness) Brian Henk (President, Overworld Games) Peter Vaughan (Director of Development at Breaking Games)
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Thu, 8 March 2018
If you'd rather not listen to the questions and you just want to ask yourself some thought-provoking questions about your game, here is the list!
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Sun, 14 January 2018
Richard interviews Juliana Patel and Ariel Rubin who created the extremely successful Escape Room in a Box: The Werewolf Experiment that is now being published by Mattel. He learns all their secrets about in their 2,000+ backer debut campaign! Some specific topics:
References:
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Fri, 29 December 2017
This episode provides some guidelines for the situation where multiple publishers want to sign your game and how you handle it, both from the designer and publisher perspective. Specifically, we cover:
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Fri, 8 December 2017
We talk generally about publishing licensed games and specifically about the unsuccessful Total Recall Kickstarter campaign.
References |
Sat, 4 November 2017
This is a panel organized by High Voltage about how awesome games are and how to grow and build an inclusive gaming community. This took place on 10/28/2017 at Stan Lee's Los Angeles Comic Con, hosted by Will Pasquin with these panelists:
Video Version: https://youtu.be/hI_26f73APw |
Tue, 26 September 2017
We have another mailbag episode! These topics were suggested by listeners:
Resources: |
Tue, 1 August 2017
If you're listening to this podcast, there's a good chance you know someone personally who has launched a Kickstarter campaign. Did you feel obligated to back it? We try to break down this social etiquette around the subject in this episode. |
Wed, 19 July 2017
Today we discuss how to use Amazon to sell your board game. - Fulfillment by Amazon |
Sun, 25 June 2017
Today we talk about social media and how we should use this in the board game industry. Specifically, here are some of the questions and topics:
Resources:
Our Blog: boardgame.business |
Fri, 2 June 2017
We attempt to define what a reference card is, which isn't as easy as you may think, and then we pull them apart and figure out which games need them and how to design them clearly. Then we end with a Top 5 list of tips to make your reference card better. Here are some questions and topics we discuss:
Top 5 Tips for Designing a Reference Card:
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Wed, 24 May 2017
Today we talk about designing and publishing games for a particular market. Here are some of the topics/questions we cover:
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Sun, 16 April 2017
Here are our top 7 ways to improve your playtest feedback quality. If you want a spoiler, here's the list!
Resources:
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Sat, 1 April 2017
How-to-play videos are used more and more by designers to show potential publishers or playtesters their game and by publishers after a game has been released to teach customers how to play them. In honor of April Fool's Day, we give tips on how NOT to make a how-to-play video. I know, we're not supposed to tell you, but we really don't want people actually taking our advice. Here's the gist of the tips we cover, but backwards:
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Tue, 21 March 2017
Today we go through a quick overview of each iteration of our design process from a tool perspective. We discuss which of these tools work well and which ones we've used in the past. We also cover some of the software we use to stay connected to our designer partners. See the list below of everything we mention!
Resources
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Sat, 4 March 2017
We discuss licensed games and the specific challenges associated with making a game from them. If you are granted the rights to make a card game based in the Star Wars universe, how do you make a game around it? Or should you make the game first and try to acquire the license later? Here are some questions we answer:
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Fri, 17 February 2017
How do you find the right artist for the style of game you're making? Commence discussion! Topics:
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Tue, 24 January 2017
Some predictions for what will happen in the board game industry in 2017.
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Thu, 12 January 2017
Here are Jeremy and Brian's top 10 ways to build your network within the board game industry:
Jeremy J10 – Participate in contests. J9 – Be easy to find on social media. J8 – Place encouragement above criticism. J7 – Do your homework to avoid wasting publishers’ time. J6 – Observe Publisher Speed Date. J5 – Go to Protospiel and Unpub events. J4 – Attend cons where industry experts have time to talk. J3 – Don’t view community as a vending machine. J2 – Offer service or resource to the community. J1 – Play other designer games.
Brian B10 – Volunteer at con booths. B9 – Run local events. B8 – Playtest other people’s games. B7 – Comment on blogs and YouTube videos. B6 – Create content. B5 – Be active on social media. B4 – Go to bigger cons to meet elites. B3 – Go to smaller cons for local community. B2 – Find your local game nights. B1 – Help others in the industry. |
Wed, 30 November 2016
This episode, we ground everyone with a discussion of reasons why you might not want to enter the board game industry.
Video Version: https://youtu.be/th7azVwzEcA |
Thu, 10 November 2016
Today we discuss how to reach your core audience at a convention. We specifically hit on these points:
Video Version: https://youtu.be/wy2_rHFReJY |
Tue, 25 October 2016
This is the first episode we did after Brian moved to the Los Angeles area. We talk about tips for exhibiting at a major con. Here are some topics: - When to pull the trigger? |
Fri, 7 October 2016
Tips for running your Kickstarter campaign in this condensed version of a Gen Con 2016 panel! Panelists: JT Smith, Zachary Strebeck, Jeremy Commandeur, and Brian Henk We discuss: - #1 Mistakes Resources:
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Sat, 24 September 2016
At Gen Con 2016, we were on a panel to talk about lots of publishing topics. These were the folks on the panel:
Here are some topics we discussed:
References
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Wed, 7 September 2016
This is our first mailbag episode where we dig into these questions: Video Version: https://youtu.be/ssIhzMMnQ4Y |
Fri, 29 July 2016
How should you use print-and-plays as a designer, publisher, or indie creator? We discuss some options!
- 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 - P&Ps at Cons
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Mon, 4 July 2016
Join us for a discussion on the tools you need to host your own game design convention, such as: - Start small o Monthly meet-ups o Prototype night - Location o Mom & Pop Restaurant o Game Store - Getting Published Designers - Travel and Experience - Supporting and Nurturing Designers - Getting Playtesters - Publishers at Conventions - First-time Designers at Conventions - Untested Games at Conventions
Video Version: https://youtu.be/-ax6bUpVlv0
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Thu, 16 June 2016
Video Version: https://youtu.be/TrAmYLu8TTQ
- The major steps include: o Art o Manufacturing and Proofing o Kickstarter Prep o Review Copies o Informing Retailers o Shipping and Fulfillment - Art takes longer than expected - Break down EVERY task and element - The order of the tasks matters - Run aspects by outside eyes - Where can we find an in-depth description of the process? - What task management tools are available? - What is the overall timeline?
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Tue, 24 May 2016
We sprinkle in these game balancing topics, among others, into our discussion:
Video Version: https://youtu.be/NudmOYeT4-k |
Fri, 20 May 2016
Do you have a game that you want to get into the magical land of "distribution"? We talk about how to make that happen! Some topics we discuss are:
Video Version: https://youtu.be/bpQyJndfdyk |
Sat, 30 April 2016
Grant Rodiek from Hyperbole Games hosts a panel at Protospiel San Jose on board game design, development, and publishing. The panel members are:
Thanks to Jordan Nichols from Your Game Night (http://www.yourgamenight.com/) for recording the audio!
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Thu, 7 April 2016
We continue with our top 10 mistakes new designers make with a list from the designer perspective, led by Jeremy Commandeur.
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Mon, 28 March 2016
Brian makes a list of the top 10 mistakes new designers make from the perspective of a publisher and we all debate about it. This covers things like the design decisions that will make a game harder to sell. Jeremy will share his list from a designer perspective in the next episode! |
Thu, 3 March 2016
We discuss these chipboard-related topics: - Why use chipboard? o Feel o Durability - Why wouldn’t you want to? o Cost o Wear o Weight - 3D chipboard constructions - Cost analysis - Sizes and custom shapes - Standard sheets/thickness/layers - Finishes and coating - Unpub/Protospiel San Jose
Video Version: https://youtu.be/LyfAAS2aYZA |
Thu, 3 March 2016
Inside the Box In this episode, we talk about these box insert topics: - Cardboard Inserts - Size of Box - Number of Wells - Gametrayz and Other Plastic Inserts - Broken Token Wood Inserts and Boxes - Cost Analysis of Manufacturing vs. After-Market - Bags of Bags - Game Storage Recommendations in Rules? - 13 oz. Golden Rule
Video version: https://youtu.be/V3K_bdnFZ1Q
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Thu, 28 January 2016
We talk about designing the back of the box. This includes: - Legal Requirements - Age Limitations - European CE Mark - Country & Address - Barcodes - Playtime & Number of Players (Learn Time?) - Restock Code - Components - Game or Scenario Description - Simplified How to Play - MSRP - QR Codes - Other Games - Learn to Play - Names - Designer - Artist - Manufacturer - Sides of Box
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Wed, 6 January 2016
We talk about naming your game and other more general branding questions, such as: YouTube/Video: https://youtu.be/wdPBDJm8jEo |
Sun, 27 December 2015
Today we talk about manufacturing quality. Here are some of the topics:
Video Version: https://youtu.be/CjYPdXjdqTs |
Fri, 11 December 2015
Why should a prospective crowd-funding backer contribute to a campaign? Why not wait for the game to come out? We talk about our experience and lessons learned as we cover these topics:
- Get a lower price
- Make a better game/exclusives
- Be a part of the process
- Get the game early
- Inside information
- Back before you make your own campaign
Video: https://youtu.be/a0AA5dc1aXA
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Tue, 1 December 2015
What themes should designers and publishers target for their games? Here are some topics we discuss: - How important is being family-friendly? Video Version: https://youtu.be/ogHM9pbQYAQ |
Wed, 25 November 2015
Learn Chris Reynolds' secrets to lay out out your crowd-funding page to give potential backers what they want to see and read. He also gives some tips on general marketing of a board game so come have a listen! |
Thu, 12 November 2015
This is all about the fulfillment company called Send from China. We describe this service from a first-hand perspective covering these topics:
- What is Send from China?
- Why might I use it?
- What are some potential pitfalls?
- Timelines
- User Interface
- Costs
- Payment Options
- Shipping Calculator
- Currency Conversion
- Packaging Options
- EU/AU/CA Friendly
- Customer Service
Video Version: https://youtu.be/NuYYEf7X5wY
Resources:
http://www.sendfromchina.com/
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Sun, 8 November 2015
Brian interviews Eduardo Baraf about his company Pencil First Games and all the analog and digital games he has designed and published. He recently released Gem Packed Cards with both a card game version and a mobile version of it at roughly the same time. We talk about that and so much more in this interview. |
Thu, 29 October 2015
What's the best way to get noticed by a publisher at a convention? What annoys them? What excites them? We talk about our experience and lessons learned as we cover these topics: Video version on The Dice Tower: https://youtu.be/Ec-dJmj3Gyc |
Sat, 17 October 2015
Richard New, Jeremy Commandeur, and Brian Henk talk about writing rules for a board game. Here are some of the topics we cover in this episode:
Resources:
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Wed, 30 September 2015
The top 5 keys to convention preparation from the designer and publisher perspective. Also, how do you prepare for a smaller convention? Which conventions should you attend? Video/YouTube Version: https://youtu.be/5cgYrNqIQWs
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Tue, 29 September 2015
We continue our discussion on getting ready for a convention, running a booth, and getting in front of a publisher at a con. What should you put in your convention prep kit? Video/YouTube Version: https://youtu.be/OVVYI8E4li0 |
Wed, 9 September 2015
Today the topic is getting ready for a convention from the perspective of someone playing games, publishing games, and designing games. How do you get your design in front of publishers? How do you get buzz going for a booth? What are the booth-goer "use cases"? How do you make the most of your convention? We tackles these questions and more. Video/YouTube Version: https://youtu.be/fD5lhcPeluM |
Thu, 27 August 2015
Jeremy gives some more tips on running your own Protospiel event and we get more from him about how to create the right environment for game design support and feedback. Resources Protospiel website: http://www.protospiel.org/ Unpub website: http://unpub.net/
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Sat, 18 July 2015
In this episode, we interview Zachary Strebeck about legal issues in the tabletop game industry. He talks about his launch of his site for do-it-yourself contracts and he also started his own podcast called Legal Moves. Video/YouTube Version: https://youtu.be/8KLd3DaqsrE |
Tue, 7 July 2015
We cover lessons learned in talking to tabletop game manufacturers so you can better prepare for the next time you need to work with one. Video/YouTube Version: https://youtu.be/h5wEsDtUPPw
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Tue, 16 June 2015
Jeremy Commandeur hosts this WonderCon 2015 panel on Indie Tabletop Publishing. These are the panelists:
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Sat, 6 June 2015
We talk about improving the relationship between a publisher and an artist. What are some tips to make it mutually beneficial?
Working with Artists | Hyperbole Games Kelley McMorris illustration: Self-Published Authors: 10 Tips on How to Email an Illustrator |
Mon, 1 June 2015
The Forbidden Limb guys talk about different places to go to find an artist for your tabletop game. Video Version: https://youtu.be/-aC04mNovAo Topics:
References:http://www.comicsalliance.com |
Thu, 7 May 2015
Richard Bliss hosts the Kickstarter Panel at the San Jose Protospiel. All Kickstarter topics are discussed from the following panelists:
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Wed, 6 May 2015
This panel was from the 2015 San Jose Protospiel and covered design and publishing of tabletop games. It was hosted by Grant Rodiek and also had Teale Fristoe, Chris Castagnetto, Jeremy Commandeur, and Brian Henk. |
Wed, 22 April 2015
The Forbidden Limb debuts on The Dice Tower Network with tips on finding art for your prototype. |
Fri, 3 April 2015
Jeremy tells us the top 9 items he believes designers should consider adding to a publishing contract before they sign it. |
Mon, 23 March 2015
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? Video/YouTube Version: https://youtu.be/j6P4OYNmZng |
Mon, 9 March 2015
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.
YouTube/Video Version: http://youtu.be/zINmgD0Clf8 |
Thu, 19 February 2015
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.
Video/YouTube Version: http://youtu.be/wWS3w6eY_7o |
Wed, 11 February 2015
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. |
Mon, 2 February 2015
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 gets a visitor from way off in 2015! |
Tue, 27 January 2015
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 but "what." You do have a prototype, right? |
Mon, 12 January 2015
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. Video/YouTube Version: http://youtu.be/a4WMj_Ky7dk
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Tue, 6 January 2015
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. Video/YouTube Version: http://youtu.be/UNhqE9CgWgs |
Mon, 29 December 2014
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. |
Tue, 23 December 2014
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. Topics:
Video/YouTube: http://youtu.be/kcgWl9zmInE |
Mon, 15 December 2014
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.
Topics:
Video/Vidcast: http://youtu.be/czkWZypCKsk |
Tue, 9 December 2014
Jeremy and Brian explain to Richard where he can find a feedback form, the difference between Euro- and Ameritrash games, how to evaluate data (or get someone else to do it), what conventions are held for developing games, and how to make and present a sell sheet. Topics:
Video/YouTube Version: http://youtu.be/98l7apeB_KY |
Mon, 1 December 2014
Richard asks Jeremy and Brian to explain how to get players to playtest a game, how to host a playtest, how to blind playtest, remote blind playtest, and track feedback. |
Mon, 24 November 2014
Brian and Jeremy talk to Richard about their differing views on earlybird offers on Kickstarter. It's how nerds fight. Video version: http://youtu.be/wQ4pzzueOu4 |
Mon, 17 November 2014
This is our first episode where we talk about pricing a game and where the profits go when selling it in these different ways:
Video version: http://youtu.be/2izkoY0Csv8 |
Mon, 17 November 2014
Learn more about The Forbidden Limb podcast. We introduce ourselves, give a bit of background about us, but more importantly, we tell you what you will get out of listening to this podcast. Video version: http://youtu.be/8GEJZTY71fM |