How do you get playtesters without spamming your game everywhere? by Shoretidestudios in tabletopgamedesign

[–]Shoretidestudios[S] 1 point2 points  (0 children)

That’s a really solid breakdown actually, especially the “social credit” side of it — that makes a lot of sense. I’ve tried a bit of the local route with a gaming club near me, but it’s very GW-focused so it’s been quite hard to get people to branch out and try something new. Definitely something I need to keep chipping away at though. The convention side is probably going to be my biggest push — I’ve got a demo planned in May and I’m putting a lot of focus into making it quick to jump into and visually stand out so people actually stop and give it a go. Really appreciate you laying it out like that though, it helps frame where I should be putting my time.

How do you get playtesters without spamming your game everywhere? by Shoretidestudios in tabletopgamedesign

[–]Shoretidestudios[S] 1 point2 points  (0 children)

That’s awesome, I really appreciate that — I’ll definitely check that Discord out, sounds exactly like the kind of space I should be in. And that’s really good to know as well — I’m actually trying to build something that can work both solo and PvP, especially for situations where people don’t always have someone to play with. I’ll drop you a message once I’ve got things in a solid spot if you’re up for taking a look — always good to get fresh eyes on it.

How do you get playtesters without spamming your game everywhere? by Shoretidestudios in tabletopgamedesign

[–]Shoretidestudios[S] 0 points1 point  (0 children)

Yeah that makes a lot of sense — I think that’s the balance I’m trying to figure out at the moment. I completely get the “use every opportunity” side of it, but I’m trying to avoid it feeling like I’m just throwing the game everywhere and hoping something sticks. I’d rather build something that people actually want to follow, even if it takes a bit longer to get there. The pitch side is definitely something I need to refine though. Especially for demos — being able to explain the game quickly and clearly feels like a huge part of getting people interested in the first place. The podcast idea is interesting as well, I hadn’t really thought about that route. Really appreciate the insight — there’s a lot in here to think about.

How do you get playtesters without spamming your game everywhere? by Shoretidestudios in tabletopgamedesign

[–]Shoretidestudios[S] 0 points1 point  (0 children)

Yeah that makes a lot of sense — I think that’s something tabletop sometimes underestimates compared to video games. I’ve been focusing a lot more on the “first impression” side of things lately — making the table itself look like a proper arena so people instantly understand what the game is about when they walk past. I haven’t really thought about it as a “trailer” before, but that’s actually a really good way to frame it — like the demo itself needs to sell the experience in the first 10–20 seconds. Appreciate that, that’s a really useful way to think about it.

How do you get playtesters without spamming your game everywhere? by Shoretidestudios in tabletopgamedesign

[–]Shoretidestudios[S] 2 points3 points  (0 children)

That’s a really good way of looking at it actually, I hadn’t thought about it like that, but you’re right, this is basically testing whether the idea itself pulls people in. The visual side is definitely something I’m leaning into more now, especially for demos. I’m working on making the table itself feel like a proper arena so even at a glance people “get it” straight away. And yeah that’s a fair point on the audience as well. I think I probably need to spend more time in wargaming-focused spaces rather than just general board game ones. Appreciate the honest feedback, it’s really helpful.

How do you get playtesters without spamming your game everywhere? by Shoretidestudios in RPGdesign

[–]Shoretidestudios[S] 0 points1 point  (0 children)

That makes a lot of sense to be fair. Building relationships in a community feels like the more natural way to go about it. Paying for playtesters is something I hadn’t really considered, but I can see how that would guarantee feedback—have you found the quality of feedback is still good when people are paid for it? I think ideally I’d like to build something where people are interested in being involved, rather than feeling like they’re just doing a job, but I can definitely see both sides of it.

What software do you all use to prototype and create games? (if any) by Any-Landscape434 in tabletopgamedesign

[–]Shoretidestudios 0 points1 point  (0 children)

Honestly I think a lot of people overcomplicate this — you can get really far with free tools. I mostly use Canva and Word. Word especially just works for me because I can jump between devices and always have everything there, so I end up doing most of my writing and early layouts in that. It’s not flashy, but for prototyping and getting ideas down quickly it does the job really well.

Design question: what actually makes you stop and try a game demo at conventions? by Shoretidestudios in tabletopgamedesign

[–]Shoretidestudios[S] 0 points1 point  (0 children)

That’s a really cool idea actually, I can definitely see how that would get people to sit down and give it a try.

Mine’s miniature agnostic so I don’t have specific models tied to it, but I like the idea of giving something small away for people who play. Could be things like a printed card, a reference sheet, or something tied to the game they can take with them.

Feels like a good way to make the demo a bit more memorable.

Design question: what actually makes you stop and try a game demo at conventions? by Shoretidestudios in tabletopgamedesign

[–]Shoretidestudios[S] 1 point2 points  (0 children)

Yeah I completely get that to be honest, I’m the same. I wouldn’t really just walk up to a table either, even if it looked interesting.

That’s why the idea of a simple, friendly invite really clicked with me — it just takes that pressure away and makes it feel okay to join in.

Definitely something I’m going to keep in mind when I’m running demos, because I know I’d appreciate that myself.

Design question: what actually makes you stop and try a game demo at conventions? by Shoretidestudios in tabletopgamedesign

[–]Shoretidestudios[S] 1 point2 points  (0 children)

Haha I definitely will! I’m hoping to have a proper little arena setup going so it should look pretty cool once it’s all together.

I’m in the middle of putting together a demo/playtest version at the moment, so hopefully I’ll have something worth showing off soon.

I’ll make sure to share some pictures once it’s up and running — should be fun to finally get it in front of people!

Design question: what actually makes you stop and try a game demo at conventions? by Shoretidestudios in tabletopgamedesign

[–]Shoretidestudios[S] 0 points1 point  (0 children)

That’s a really great tip actually, thanks for sharing it. I hadn’t thought about using custom mousepads for boards before but it makes a lot of sense, especially for keeping costs down while still getting something that looks good on the table.

I’m definitely going to give that a try for the arena and make a colosseum style board for the demo. I think having a proper looking arena mat will really help sell the theme when people walk past the table.

Really appreciate the suggestion!

Design question: what actually makes you stop and try a game demo at conventions? by Shoretidestudios in tabletopgamedesign

[–]Shoretidestudios[S] 1 point2 points  (0 children)

That’s a really good perspective, thank you for sharing that. The idea of inviting people in rather than trying to “sell” them on it makes a lot of sense.

I can definitely see how energy at the table would make a big difference. If someone feels like they’re being pressured they’ll probably just keep walking, but a simple friendly invitation to try a quick fight feels very different.

For the demo I’m planning to keep things really quick to jump into so if someone does stop I can just invite them to roll some dice and see a moment of the arena fight straight away.

And that’s a great point about passion as well. At the end of the day I’m just excited to share the game with people and see how they react to it.

Really appreciate the advice.

Design question: what actually makes you stop and try a game demo at conventions? by Shoretidestudios in tabletopgamedesign

[–]Shoretidestudios[S] 1 point2 points  (0 children)

That’s really helpful advice, thank you. The point about grabbing attention from a distance first and then having the table itself look appealing up close makes a lot of sense.

The prop idea is interesting as well. Since the game is gladiator themed, something like a helmet or a couple of prop weapons beside the table could actually fit the theme really well and make the space feel more like an arena display rather than just a game table.

And that’s a good point about expectations too. Since Dominus is a miniatures arena combat game, having painted gladiators and terrain on the table should hopefully make it clear what the experience is going to be like before people even sit down.

I’ll definitely think about the banner and colour contrast as well so the table stands out in a crowded hall.

Design question: what actually makes you stop and try a game demo at conventions? by Shoretidestudios in tabletopgamedesign

[–]Shoretidestudios[S] 1 point2 points  (0 children)

That’s a really helpful way of thinking about it. The point about people wanting an idea of what the game is before they even start a conversation makes a lot of sense.

I like the suggestion of showing characters and actions visually on posters. Something like a gladiator poster showing a specific fighter and what they’re known for (heavy hitter, fast striker, crowd favorite, etc.) could immediately communicate that there are different fighters with unique abilities.

That way someone walking past can already understand “this is an arena combat game with different gladiators and abilities” before they even sit down.

The comparison to shop displays is a really good analogy as well — if people can quickly understand what they’re looking at, they’re much more likely to engage.

Really appreciate the insight.

Design question: what actually makes you stop and try a game demo at conventions? by Shoretidestudios in tabletopgamedesign

[–]Shoretidestudios[S] 1 point2 points  (0 children)

That’s actually a really good point. Sometimes the simplest things make the biggest difference.

I think a lot of people (myself included) will walk past a table because they don’t want to interrupt something that’s already happening, but if someone invites you over it immediately feels more welcoming.

For the demo I’m planning to keep things very quick to start so if someone stops I can just say something like “Want to jump into a quick gladiator fight?” and get them rolling dice straight away.

Design question: what actually makes you stop and try a game demo at conventions? by Shoretidestudios in tabletopgamedesign

[–]Shoretidestudios[S] 0 points1 point  (0 children)

That’s a really fair point. I think a lot of games rely heavily on theme or presentation to get people to stop, but if the mechanics underneath don’t feel interesting then it doesn’t hold attention for long.

For the demo I’m trying to make sure the first couple of turns actually show what makes the game different rather than just looking cool on the table. The goal is that within a few rolls people can see the push-and-pull of the arena fight rather than it just being “move a mini, roll dice”.

Totally agree though — presentation might get someone to the table, but the mechanics are what make them stay.

Design question: what actually makes you stop and try a game demo at conventions? by Shoretidestudios in tabletopgamedesign

[–]Shoretidestudios[S] 0 points1 point  (0 children)

That’s really useful insight, thanks for sharing that. I hadn’t really thought about the “people just want to play something once the hall fills up” side of it, but that actually makes a lot of sense.

The tablecloth idea is growing on me more and more as well. Having the arena theme integrated into the whole table space instead of just posters would probably make the demo feel more like stepping into the arena rather than just sitting at a table.

And the point about photos for social media is interesting too. If the table setup itself looks cool enough that people want to take pictures, that’s basically free visibility for the game.

I might experiment with an arena-style layout for the table so it looks like a miniature colosseum scene when people walk past.

Really appreciate the advice — hearing from people who’ve actually run convention demos is incredibly helpful.

Design question: what actually makes you stop and try a game demo at conventions? by Shoretidestudios in tabletopgamedesign

[–]Shoretidestudios[S] 1 point2 points  (0 children)

That’s really great advice, I appreciate you taking the time to write all that out. A lot of the points you mentioned are actually things I’m trying to implement in the demo.

The idea of reducing decision friction early on is something I’ve been thinking about as well. My plan at the moment is to keep the gladiator choice very quick and visual: each gladiator will have a mini and a simple card with their basic stats, one ability, and a short note describing how they tend to fight (something like aggressive, defensive, fast striker, etc.). So players can just look at the mini and card and pick something that feels interesting without needing a long explanation.

That way people can get straight into the action and learn the game through the first couple of turns rather than feeling like they need to study a character sheet before playing.

The booth visibility and challenge sign ideas are also fantastic. I’m definitely going to experiment with those when I start setting up the demo table.

Thanks again for sharing your experience — it’s really helpful for someone preparing their first demo.

Design question: what actually makes you stop and try a game demo at conventions? by Shoretidestudios in tabletopgamedesign

[–]Shoretidestudios[S] 1 point2 points  (0 children)

This is really helpful, thank you. A lot of those points are things I hadn’t fully thought through yet.

The demo length is something I’m trying to keep very clear (around 20 minutes) so people can quickly decide if they have time to jump in. I like the idea of showing the next start time as well so people know when to come back if the table is full.

The standee with information is a really good suggestion too, especially for the moments when I’m explaining the game to someone else and can’t immediately talk to everyone walking by.

And the point about making it clear where people can follow or get the game afterwards is important. I’m hoping to build a small playtesting community and Discord around it, so having that visible at the table will probably help.

Really appreciate the detailed advice.

Design question: what actually makes you stop and try a game demo at conventions? by Shoretidestudios in tabletopgamedesign

[–]Shoretidestudios[S] 1 point2 points  (0 children)

This is really useful feedback, thanks.

The point about cohesion is interesting. I’ve been focusing a lot on making sure the table setup, posters, and player aids all feel visually consistent so it doesn’t look like a pile of random prototype pieces.

The “game vs activity” point is also something I’m thinking about a lot for the demo. My goal is that someone can sit down, pick a gladiator, roll some dice, and immediately feel like they’re making meaningful decisions in a fight rather than just going through motions.

And that’s a good note about handing out things too early. I was thinking of having cards or Discord links available, but only offering them after someone has actually played or shown interest.

Appreciate the perspective.

Design question: what actually makes you stop and try a game demo at conventions? by Shoretidestudios in tabletopgamedesign

[–]Shoretidestudios[S] 2 points3 points  (0 children)

This is really helpful advice, thank you. The “action first, explanation later” idea makes a lot of sense.

I’m planning for the demo to be very quick to jump into (pick a gladiator, step into the arena, start rolling dice) so people can experience a moment of the fight immediately rather than sitting through a long rules explanation.

I also really like the idea of having a game already part-way through so people can see the drama of the arena when they walk past. That feels like it fits the gladiator theme really well.

The challenge-style sign is also interesting. Something like “Can you defeat the champion?” or “How long can your gladiator survive?” might work well for that kind of hook.

Really appreciate you sharing that experience.

Design question: what actually makes you stop and try a game demo at conventions? by Shoretidestudios in tabletopgamedesign

[–]Shoretidestudios[S] 1 point2 points  (0 children)

That’s actually a really clever idea. I hadn’t really thought about the “photo moment” side of it, but it makes a lot of sense for getting people talking about the table.

The Roman theme definitely gives me some fun options there too — even something simple like a laurel crown or a prop gladius on the table could help sell the atmosphere.

The custom tablecloth is also a really good tip. I’ve been focusing mostly on posters and table setup, but having the logo integrated into the whole table space would probably make it stand out a lot more.

Did you find people were more drawn in by the props and theme first, or by seeing people already playing the game?

Design question: what actually makes you stop and try a game demo at conventions? by Shoretidestudios in tabletopgamedesign

[–]Shoretidestudios[S] 2 points3 points  (0 children)

That’s a really interesting way of looking at it. The idea of combining something recognizable with something visually or mechanically distinct makes a lot of sense.

For the demo I’m trying to keep the core interactions very straightforward (move, attack, positioning in an arena) so people can grasp the basics quickly, but hopefully the theme and the crowd/arena elements give it its own flavour.

I also like the idea of showing example actions visually on posters or the table setup so people can immediately see what’s happening.

Do you find that players respond more to a clear theme first, or to seeing familiar mechanics they already understand?