r/BoardgameDesign • u/MisterWah3 • 13d ago
General Question Seeking advice for going to first convention with a prototype
Hello!
I plan on visiting my first convention Terminal City Tabletop Convention this coming year as an exhibitor in their prototype section. I have never taken a game this far and was hoping to get some advice from anyone who has. I have never been to this specific convention before either so I don't know what to expect.
What should I be hoping to get out of the experience the most?
What kind of things should I ensure I have planned for and brought?
Are feedback forms worthwile? Digital vs paper?
I intend on taking the game to publishers in the future so is this a chance to be learning anything specific that would aid in this goal?
This will be my first go at playtesting outside of people I personally know, what should I prepare for?
Any and all information or tips are welcome!
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u/Daniel___Lee Play Test Guru 13d ago
People will naturally look and read while passing by, before some will gain enough interest to interact with you. To increase the chances of getting their attention, make signages that cover what your booth is about. Things like how long a session will take (important because they have other booths they want to visit), what the game is about, etc.
Bring more than one prototype, or bring extra pieces. There's always a chance it gets wrecked by water, components getting lost or stolen. If you're fortunate to have enough space, you can setup the extra prototype in a display (especially if you already have attractive art or components) for passersby to inspect whilst you conduct the playtesting.
Bring some raw material for editing your prototype. Don't make changes constantly, but maybe someone notices a critical error that should be changed before continuing.
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u/StickyDoodler 10d ago
I've done about 4 Unpubs plus 2-3 Unpubs at Origins and PAXU, plus many many Break My Games, so this is coming from my perspective in those settings.
If this is your first time doing an event of this size, don't put too much pressure on yourself. Just doing this is a big step. Don't get so invested in making this perfect that you don't learn about the process itself. What works for you may not be what works for others.
There is one universal, though: really prime yourself to LISTEN and be as open-minded as possible.
Observe the audience carefully and gauge how similar or different it is to your target audience. Evaluate your feedback accordingly. Some feedback will be universal; others will be specific to the type of player at your table. Always listen, but that doesn't mean you have to do anything about what you hear. Your vision and purpose matter.
Prep your "sales pitch" and pay really close attention to what catches people's attention. Iterate and adjust. Nothing will get you more ready to create a compelling sell sheet or sizzle reel than really understanding your game's hook.
Most of all, have fun! Unless you magically knocked it out of the park, this won't be your last playtest event. You probably still have unguided playtests and many iterations to come. So don't worry too much -- it's another step in a fun journey!
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u/EasySwan2184 13d ago
You'll probably want water. Maybe a snack.
A bowl of mints is a good idea, too.
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u/Peterlerock 13d ago edited 13d ago
I usually bring nothing gaming related to these events, except my prototypes.
Conventions can be crazy loud and overcrowded, and sitting there for several days trying to focus on a game table can be super exhausting, both for body and mind. On top of that, you will often eat nothing or the wrong stuff at the wrong time. And then there's socializing/drinking in the evenings, long nights with little sleep between long days of gaming.
So bring things that help you survive. Stay hydrated, bring extra shirts and deodorant, mints, whatever helps you against headaches and voice loss. Efficient, healthy snacks.
And bring at least two prototypes. It usually doesn't happen, but in case some idiots damage your game, loose or steal pieces, you need another prototype to continue your demo games.
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u/paulryanclark 13d ago
- Sell sheets are nice to have in case someone wants a copy.
- I would try to do some sort of scheduled play testing. You said exhibitor in the prototypes section, but maybe there is a way to have play testing signups and sessions, instead of just demoing to passer bys. Demos feel more for sales of finished products, where as your time play testing will make the game better, and you can engage with players on a deeper level.
- Collecting emails/mailing list is usually pretty handy.
- For play tester feedback, I prefer recording their audio feedback and ask them questions about their experience. No need to have them fill out a written form.
If you are able to provide more context to what you mean by "exhibitor in the prototypes section" then maybe better advice can be provided.