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What is The Ashcan Front? For Gen Con Indy 2007, Paul Czege and Matt Snyder organized a booth focused entirely on selling ashcans. We're doing it again for Gen Con Indy 2008. What is The Ashcan Front's relationship to The Playcollective? What's an ashcan? What's the inspiration? "I'd been designing a game privately, and soliciting input from folks I respect, but even so I just wasn't solving the most challenging of the design problems. So I announced the playtest on The Forge, and described the game, and suddenly Clyde L. Rhoer and Chris Moore came out of the woodwork. I didn't know either of them, but damn, they were my target audience for the game! And they both gave me great feedback. The experience made me realize that designers who get stuck really need a good way to pre-identify and communicate with their target audience and get feedback."
Can you explain the rationale for the "hand assembled or copy shop aesthetic" requirement? But neither should an ashcan be cheap looking. If you can manage it, you want to put some love into the crafting of the books, like the indie comics guys do with their homemade comics, because that's how you subliminalize a message to prospective buyers that you love the game and won't be flaking out if they choose to enter into your design process.
Can you tell me more about these "indie comics" of which you speak? Also, Partyka is the collective of four indie comics artists, Shawn Cheng, Sara Edward-Corbett, Sean McCarthy, and Matt Wiegle. They feature their own artwork, and that of other friends, and have links to where you can buy everyone's indie comics.
And the three significant conventions on the indie comics scene are SPACE, SNAP, and SPX.
I'm thinking about doing this. How much should I plan to charge for an ashcan of my game? Let's say designers start doing ashcans and next year at GenCon there's a bunch for sale at two to three dollars each. So I come home with seven of them. Every single one of those designers disadvantaged themselves with the two or three dollar price, because I can't possibly commit to providing meaningful feedback and/or playtesting to seven games, and each designer sold to me for less than what the ashcans are worth in time and materials. I bought them out of curiousity, at a price that didn't ask for my commitment of interest.
The selling of ashcans isn't publishing. It's a design process. You don't want to sell a hundred ashcans. You want to sell twelve, to exactly the right people. You might have to sell sixty to get the right twelve, but if you sell your sixty for two or three dollars each you're making it easy for those twelve to let life distract them from your game. You've satisfied their curiosity without securing their interest. You want a price that triggers self identification of an engaged feedback community.
How many copies of my ashcan should I make? Won't I lose money? Why should I do this? But this isn't the profit taking stage of indie publishing. This is the development stage. In effect, the expenses here beyond your sales revenue are an investment in getting what you need to carry through on your design goals and deliver on your game's potential.
We think that if you're working on a roleplaying game, and you've playtested and refined it and yet you're still not satisfied it's reliably delivering on your goals, that expenses incurred doing an ashcan that returns input from engaged hobbyists are well worth it.
And as an added bonus you also get a face-to-face understanding of exactly who your game appeals to that can inform your writing of the final game text, your art direction, layout, marketing, etc.
But yes, an ashcan isn't right for every game.
Okay, I want to be a part of the booth. How do I buy in? An ashcan is a tool for solving the last thorniest issues in a game. Is that what you need? If so, then post your interest as a response to this thread at The Forge. Describe your game and your unrealized design goals for it.
We'll open things up for actual buy-ins near the end of April. We're looking at a $120 buy-in cost, plus the $65 cost of your exhibitor badge.
(You'll want to be financially tied to the ashcan endeavor this early because trust us, you're going to need all the time you can muster from now until GenCon to write, arrange for artwork, and layout the text, figure out how you want the physical ashcan to look, and actually make the ashcans.)
We're hoping for a ~40% population of designers who've previously self-published games, with the remainder being designers for whom the end result of this ashcan stage will be their first published game.
How will the booth work? I actually have more than one game in development. Can I have ashcans of more than one game at the booth? Can I take part in other booths, too? |
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