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Settings Good Expectations and Best Practices

Greetings,

I wanted to take a moment to share some ground rules and best practices.  I have now been to five Unpub and Protospiel events across the country.  I’ve learned some lessons the hard way.  Learn from my mistakes and come prepared.

- There are no reserved tables.  We all need to share.  Be respectful of table space and don't clutter a table with bags/parts/papers/food if you are not using that table at that moment.

- Play other designers games and ask them to play yours.  If you sit around waiting for people to come to you, you will have a long weekend.  Every other Protospiel event I've attended has been 70-90% designers and only 10-30% players.  I'm hoping to attract more players by running the event at Game Kastle, but I can't predict turn out as we have never done something like this locally before.  Other designers will give you much more insightful advice than friends, family or random players.  Explore new games and mechanics and help your fellow designers out with your feedback.

- Match the game to the player.  Some players prefer short casual games while other players are looking for longer deeper games.  Don't burn out a casual player by talking them into playing your epic 3 hour euro empire building game.  Don't force the bearded euro player into playing a party game that they loathe.  

- Focus on testing just two games each day.  This advice comes straight from Unpub and I think it is spot on.  Don't split your focus.  Devote each day to testing just 1-2 games.

- Have good public manors.  Unpub Protospiel is a family friendly event and several people have told me they are planning on bringing their kids.  Our event policy AND Game Kastle's game room policy does not allow cards against humanity level language.  Please watch your language and be respectful of others.

- Use feedback forms!  Use the feedback form from Unpub or design your own.  Take notes, or make an audio recording on your phone of feedback after the game.  You will be rushed, stressed and pulled in different directions.  You will NOT remember all the feedback you get.  Feedback is a gift, if you value it, take steps to capture and record it.

- If at all possible have a summary for your game.  Think of this as what you would read on the back of the box for your board game.  A summary helps players get an idea about your game when deciding what to play.  A good summary includes: Theme, Play Time, # of Players, Complexity/Age Level, and a description of gameplay.  An example is shown below.

- If possible, have a sell sheet for your game.  A sell sheet helps prospective publishers understand and remember your game.  A sample is shown below.

Example Game Summary

Example Sell Sheet

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Schedule of Events

Below is the planned schedule for Protospiel San Jose.  Please keep in mind that we may need to be flexible a times. The plan is to draw names for raffle prizes at least four times a day and post them on a board new the prize table.  If needed, we will draw raffle prizes hourly.

 

-=-=-=- Friday (May 9th) -=-=-=- 

10 AM 

Unpub Protospiel begins.  On site designer badge pick up and free player registration go live.  

Lead Volunteer Richard New will make a shuttle pick up run.

 

5 PM

Speaker Kevin G. Nunn: The 10 Best Mechanisms You Aren't Using

 

6 PM

Wrap up to free up table space for Friday Night Magic. 

Lead Volunteer Herman Chan will make a shuttle drop off run.

 

-=-=-=- Saturday (May 10th) -=-=-=- 

10 AM 

Play testing resumes.

Lead Volunteer Richard New will make a shuttle pick up run.

 

1 PM 

Improv Game Design Contest.  Open to both designers and players. Form teams of three (limit 10 teams).  Teams are then given a mystery box with blanks and board game components and have exactly 1 hour to design and prototype a game.  

 

2 PM           

Design Contest presentations.  Each team has 3 minutes to present/explain their game to the panel of judges. Judges then vote for the best game design idea.

 

3 PM

Game design contest winning game/team announced. 

 

6 PM           

Q and A Panel with Industry Guests

 

8 PM    

Lead Volunteer Herman Chan will make a shuttle drop off run.

 

10 PM  

Play testing wraps up for the night.

 

-=-=-=- Sunday (May 11th) -=-=-=- 

10 AM 

Play testing resumes.

Lead Volunteer Richard New will make a shuttle pick up run.

 

8 PM    

Lead Volunteer Herman Chan will make a shuttle drop off run.

 

10 PM  

End of Unpub Protospiel.  

Ceremonial Mountain Dew awarded to last designer standing.

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Publishers, Designers Signing Games, Industry Guests

Publishers attending:
Jeff Cornelius, Cosmic Wombat Games
Josh Neiman, Victory Point Games
Sam Waller, SlugFest Games
Seth Jaffe, Tasty Minstrel Games
Ted and Toni Alspach, Bezier Games

Game Designers signing games:
David Sirlin - Designer of Yomi, Flash Duel, Pandánte 
Grant Rodiek - Designer of Farmagheddon
Kevin G Nunn - Designer of Rolling Freight, Duck Duck Go, Schlock Mercenary, Sentinel Tactics: The Flame of Freedom, Velo City, Zong Shi
Matt Leacock - Designer of Pandemic, Forbidden Dessert, Forbidden Island, and Roll Through the Ages.
Rob Daviau - Designer of Betrayal at House on the Hill, Risk Legacy, Risk 2210 A.D. and Axis & Allies: Pacific

Industry Guests:
Aldo Ghiozzi, Impressions Game Distribution
Eric Vogel, Evil Hat
Richard Bliss, Host of Funding the Dream Podcast

The goal behind designers signing their games is to provide another incentive for players to attend. Play testers get to play games for free, get favorite games signed, win raffle prizes and eat some free snacks. 

If you have a published game that is in print and will be in stock at Game Kastle, please let me know and I will add you to the signing list.  

I will have a variety of sharpies of different colors on hand for signing games. :-)

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Industry Guest: Jeff Cornelius of Cosmic Wombat Games

Jeff is much better looking than your average wombat.

Jeff is much better looking than your average wombat.

Jeff Cornelius is President and co-founder of Cosmic Wombat Games. He and his brother started Cosmic Wombat Games in 2013 with the mission of enriching peoples lives through gaming. They want to be known as a company bringing new and innovative ideas to the marketplace in terms of the games they make and the way they interact with their designers and fans.

Stones of Fate is the first game published by Cosmic Wombat Games. It was successfully funded on Kickstarter in March, 2014 and will be delivered to backers in September.

Jeff also writes for the League of Gamemakers (www.leagueofgamemakers.com), where he dispenses game design, publishing, and Kickstarter advice to anyone who will listen.

Find out more about Jeff and Cosmic Wombat here:
www.cosmicwombatgames.com
www.Facebook.com/cosmicwombatgames

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Industry Guest: Sam Waller

Sam Waller of SlugFest Games

Sam Waller of SlugFest Games

Sam hails from SlugFest games (http://slugfestgames.com). You may have encountered a little game they make called the Red Dragon Inn.  Perhaps you played it sober, perhaps not.  Perhaps you don't even remember playing the game and now your wallet is empty  . . .

Sam has been working in the industry in an official capacity since 2010.  He has published 6 boardgames and 1 Pathfinder-Compatible supplement. He has run three Kickstarter campaigns, and has personally experienced barely funding, over funding, and having to cancel a project. Sam has graciously agreed to share his Kickstarter knowledge in the Industry Q and A panel. 

Sam can share valuable nuggets of knowledge about game design best practices, printing and self publishing, and working through fulfillment.  Perhaps you should offer to buy him food and/or beverages to further pick his brain. Just be forewarned that his fortitude is very high.

SlugFest is donating prizes to the raffle.  We thank them for their support!

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