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GTS 2009: Friday - Wrap-up and Lessons Learned

Friday, April 17th

Friday morning I checked out and got another ham, egg, and cheese croissant (there was no GAMA continental breakfast this morning). I hung out in the mostly-disassembled space near the GAMA registration area while waiting to take the airport shuttle home. I saw Cthulhu Bob one more time. He told me about a game idea he has (it's a clever Cthulhu game with good competitive/collaborative dynamics) and got to say good-bye. On the airport shuttle, I got to talk to Jeremy from Bucephalus Games. Although I desperately wanted to talk more about the games I pitched to him, I was totally mellow and did not do so. Instead, we just talked about general stuff. Mostly it was about traveling, the industry, and how nice it'll be to get home.

On the plane (Southwest) back to Austin, I sat next to an older woman (70s?) named Maggie. We shared thoughts about politics, social issues, the environment, the world, and gardening. It was a very pleasant conversation. During the flight, I got a good look at the Grand Canyon. I also spotted someone across the aisle reading CthulhuTech. He was probably with Steve Jackson Games. Near the very end of the flight, one of the crew members came to the front of the plane and did an Elvis impersonation. He sang shortened versions of "In the Ghetto" and "Viva Las Vegas" with crowd participation. Turns out that he's an airline attendant three days of the week and a Elvis impersonator in Las Vegas two days of the week. Yes, I have a camera phone picture. Sad thing is that it's probably very, very blurry.

Arrived in one piece to a rainy Austin day. Car was fine. Came home and hugged my Sweetie.

Lessons learned (or reinforced):
* Make better one-sheets. Make them look like real sell sheets that a publisher would use. Learned from Bamboozle-Jay.
* Be friendly, direct, polite, and fearless. Approach publishers with respect for their time. Do not fear rejection.
* Use a wheeled carrying case. My bright yellow satchel was good branding, but killed my shoulders and back.
* Always have business cards. I did, but I met some who did not.
* Write contextual cues on the back of business cards you receive as soon as you get them. Write contextual cues on the back of the business cards you hand out - if you can, do this before you introduce ourself to your target. I do this, and it's amazingly helpful.
* Do your research before you pitch. I did this with Playroom games (picking games that use components that they already use, picking games that fill holes in their product lines, picking games that match their general M.O.), and it worked very well.
* Bring two pairs of shoes or suffer the consequences. The same is true for an array of shirts, pants, and band-aids.
* Bring your cell phone and its charger.

Funny trivia facts: I removed every non-essential item from my wallet before the show and stuffed it with business cards. I gave away every business card I had in my wallet, and didn't have to apologize for not having a business card to give. In other words, I had *exactly* the number of cards I needed. That was fortuitous. A similar, but much less notable piece of trivia: My car in Austin is parked in row C7. My departing gate from Las Vegas to Austin is C7.

Comments

Thanks for posting these! A

Thanks for posting these! A great learning experience.

What is CthulhuTech? It

What is CthulhuTech? It sounds interesting. What would a board game designers business card say? I've never given the thought to business cards. Would it look like a monoply card? Invisiblejon
Game Inventor
Give me $500

Dude - I think you sandbagged us...

When you came on last week all worried that you were going to blow it at the big show, I got the impression you were some sort of newbie... from your reports you sound like an uber-pro who rocked the house and will be retiring soon! ;-)

Congratulations - sounds like you're on your way. If everything turns out well [that is, I'm assuming there will be sales at the end of this story], I would like to suggest that you take the time to start putting all these notes together in sequential form. You may not realize it, but you've got the basis for a how-to book on game design half written!

CthulhuTech and Business cards.

End of Time Games wrote:
What is CthulhuTech? It sounds interesting.
CthulhuTech is an RPG with high production values: http://www.cthulhutech.com/

End of Time Games wrote:
What would a board game designers business card say? I've never given the thought to business cards. Would it look like a monoply card? Invisiblejon
Game Inventor
Give me $500
That's a funny thought. Mine should probably say more than it does. Mine was created when we were still moving from apartment to apartment and we had not-so-much money. It's textured white business card stock with slightly raised printing. It has the Invisible City logo (The city of Is), the Invisible City Productions name, my name, my title: "Games Advocate", my email address, and "Austin, Chicago" on it (What were our two bases of operation; now it should probably say Austin, Boston, Rio de Janero).

Note that my card has no phone number, no snail-mail address, and no mention of game design. Perhaps it should. That would save me from having to write it on the reverse side. However, I think the handwritten part gives it a personal touch. Also, the logo looks good and I still have 100s of the darn things left. Still... Its cheap to get more...

A brief moment of public insecurity...

Traz wrote:
When you came on last week all worried that you were going to blow it at the big show, I got the impression you were some sort of newbie... from your reports you sound like an uber-pro who rocked the house and will be retiring soon! ;-)
Yeah. I'd set my expectations way too high and that was freaking me out. I think that something deep inside me knew that my expectations were unrealistic. Thanks to comments from Amensiac and you, I recalibrated my wildly inaccurate expectations and everything came back under control.

I'm certainly not a uber-pro. If I was, there are three big things I would have done differently:

1) I would have gone to the open demo game night. Not going was a mistake.
2) I would have asked to submit / pitch to every single company there. Companies whose websites say that they do not accept unsolicited submissions are really saying, "We don't take unsolicited submissions over the internet. If you've spent the time and money to be at the trade show, we're usually willing to talk to you (as long as you're not getting in the way of our making a sale to a retailer or a wholesaler)."
3) Prepared better one-sheets; ones that look like what a publisher would send to a wholesaler or retailer. At the very least, take the copy I have and put a picture of the game in play on the other side.

I'm kind of like an old newbie. I was at GTS 2000, 2001, and 2002; I'd been there before. It's just been a while, and it was the first time I was there as a game designer instead of as a potential start-up publisher.

Traz wrote:
Congratulations - sounds like you're on your way. If everything turns out well [that is, I'm assuming there will be sales at the end of this story], I would like to suggest that you take the time to start putting all these notes together in sequential form. You may not realize it, but you've got the basis for a how-to book on game design half written!
That's a good suggestion. However, I have some high-urgency priorities. Right now, I have to write and send super-quick follow ups with every person I contacted, then do big follow-ups with Bucephalus, Playroom, Atlas, GaZima, Tasty Minstrel, and Three Sages. In fact, that's what I'll be doing after I finish this posting. Nonetheless, your suggestion is good, constructive, and valid. I'll probably do it later.

As Bartels and James used to say, "Thank you for your support."

Would like more info on the sell sheets

InvisibleJon wrote:

* Make better one-sheets. Make them look like real sell sheets that a publisher would use. Learned from Bamboozle-Jay.

Could you upload an example of a good sheet and an example of a bad one? At a minimum, could you document what goes into a 'good' sell sheet?

Thanks for taking the time to post all of this information and insight!

book notes

If you don't have time to start one now, we would all understand. But what I would like to suggest is collecting resources/anecdotes for later. All your posts here [and anywhere else you talk about game design and pitching those designs] should be copied and pasted into a text document. Just date stamp and file them away. A year or two down the line [when you DO have time], you'll be thankful you did!

Flight Back

Sounds like I should have flown on Jon's flight. I sat in the middle seat on an Airbus 320 packed to the gills with people who must have REALLY wanted to get back to Detroit at 1AM local time. No Elvis impersonations, sadly.

GAMA was a good show. Booth space and floor traffic were way down, but most people I talked to had a good show. I think that the retailers and publishers who came were there to do business. I was locked in our booth most of the show doing quotes, so I never did get a chance to walk the floor.

Jon and I had a great time at the 80's Dance Party, despite it's inherent lameness. I hope he made some deals. I think I netted a couple!

Thanks for the suggestion. It happens that I already do it =)

Traz wrote:
All your posts here [and anywhere else you talk about game design and pitching those designs] should be copied and pasted into a text document. Just date stamp and file them away.
Heh. I almost invariably pre-write my posts in a text editor before posting them, save them locally, then copy and paste them to the internet. This is especially true for long posts like the ones in this blog.

Bamboozle Brothers does a good job.

NativeTexan wrote:
Could you upload an example of a good sheet and an example of a bad one? At a minimum, could you document what goes into a 'good' sell sheet?
Go check out the Bamboozle Brothers website: http://www.bamboozlebrothers.com/ourgames.html

Now download any one of their PDFs. That's a good example of a sell sheet. Jay also has his pitch routine down pat. He's darn good.

Awesome, thanks!

Awesome, thanks!

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