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<blockquote data-quote="Justin D. Jacobson" data-source="post: 4212173" data-attributes="member: 18946"><p>At Gen Con last year, Paul Czege and Matt Snyder started something called the <a href="http://www.ashcanfront.net/" target="_blank">Ashcan Front</a>. They had a booth in the exhibit hall, but more than that, it represented a new way of thinking about game development: the ashcan. It was an unqualified success. They are having another booth at GC this year. I’m joining up, releasing my <a href="http://www.bluedevilgames.com/bullseye.htm" target="_blank">Bullseye</a> ashcan, and I thought I would post here and encourage other designers – designers who might be unlikely to visit the Forge – to give it a look and think about joining. I’m proof positive that this is not just for hippie/indie designers.</p><p></p><p>What is an ashcan? Basically, it is a way to package your game that captures attention and inspires playtesting. It's a way to get outside your group of "go-to guys" and the dynamics of internet when those avenues aren't working for your design problems. It’s a way to connect with folks out in the wider hobby. But to find the right folks you need to express your vision in a way that inspires their interest. And that's the ashcan. If you decide the ashcan makes sense for your game, you publish a tangible product for people to buy with the specific idea of participating in and helping with the design of the final product. From the <a href="http://www.ashcanfront.net/2008faq.html" target="_blank">FAQ</a>, this product, the “ashcan”, is a printed RPG rulebook with the following qualities:</p><p></p><p>• The rules have been playtested and are 90% solid, but the game isn't quite delivering on the design goals, i.e., it’s not “fully baked” yet.</p><p>• The text is written not like a finished game, but with the specific goal of provoking playtesting and feedback toward the design goals.</p><p>• The text includes spells out what the design goals are and specifies the mechanics that need validation or refinement.</p><p>• The text invites the purchaser into conversation with the designer.</p><p>• The book has a hand-assembled or copy-shop aesthetic, or in some other way is clearly not "store ready".</p><p>• The book has a price of around $10; bring around 50 copies.</p><p></p><p>From the designer’s standpoint, the ashcan is a way to get feedback from someone who is interested, invested, and engaged. From the customer’s standpoint, the ashcan is a way to expose yourself to new games before they hit the market and actually participate in the design process, helping to shape the final product.</p><p></p><p>The buy-in for the booth is $120, plus $65 for an exhibitor’s badge. (That’s right, you’re an exhibitor now.) You need to commit to a couple of hours per day at the booth itself. If you’re interested, just post a reply in this thread and tell us a little bit about your game and what design goals or issues you want to address with your ashcan. If you want some more info, you can read the <a href="http://www.ashcanfront.net/2008faq.html" target="_blank">FAQ</a> or post your questions here.</p></blockquote><p></p>
[QUOTE="Justin D. Jacobson, post: 4212173, member: 18946"] At Gen Con last year, Paul Czege and Matt Snyder started something called the [url=http://www.ashcanfront.net/]Ashcan Front[/url]. They had a booth in the exhibit hall, but more than that, it represented a new way of thinking about game development: the ashcan. It was an unqualified success. They are having another booth at GC this year. I’m joining up, releasing my [url=http://www.bluedevilgames.com/bullseye.htm]Bullseye[/url] ashcan, and I thought I would post here and encourage other designers – designers who might be unlikely to visit the Forge – to give it a look and think about joining. I’m proof positive that this is not just for hippie/indie designers. What is an ashcan? Basically, it is a way to package your game that captures attention and inspires playtesting. It's a way to get outside your group of "go-to guys" and the dynamics of internet when those avenues aren't working for your design problems. It’s a way to connect with folks out in the wider hobby. But to find the right folks you need to express your vision in a way that inspires their interest. And that's the ashcan. If you decide the ashcan makes sense for your game, you publish a tangible product for people to buy with the specific idea of participating in and helping with the design of the final product. From the [url=http://www.ashcanfront.net/2008faq.html]FAQ[/url], this product, the “ashcan”, is a printed RPG rulebook with the following qualities: • The rules have been playtested and are 90% solid, but the game isn't quite delivering on the design goals, i.e., it’s not “fully baked” yet. • The text is written not like a finished game, but with the specific goal of provoking playtesting and feedback toward the design goals. • The text includes spells out what the design goals are and specifies the mechanics that need validation or refinement. • The text invites the purchaser into conversation with the designer. • The book has a hand-assembled or copy-shop aesthetic, or in some other way is clearly not "store ready". • The book has a price of around $10; bring around 50 copies. From the designer’s standpoint, the ashcan is a way to get feedback from someone who is interested, invested, and engaged. From the customer’s standpoint, the ashcan is a way to expose yourself to new games before they hit the market and actually participate in the design process, helping to shape the final product. The buy-in for the booth is $120, plus $65 for an exhibitor’s badge. (That’s right, you’re an exhibitor now.) You need to commit to a couple of hours per day at the booth itself. If you’re interested, just post a reply in this thread and tell us a little bit about your game and what design goals or issues you want to address with your ashcan. If you want some more info, you can read the [url=http://www.ashcanfront.net/2008faq.html]FAQ[/url] or post your questions here. [/QUOTE]
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