talking with Emily Allen

as part of my pledge for dungeon bitches

dont need to make things make 100% sense, players (and dms) will find meanings a lot of the job (esp in module/sys design) – throw complex prompts at players and they'll go from there

when tweaks stop changing things, game is done

advertising – the work you have to do to do the hobby dont have business decide what you're making twitter is a free way to advertise

target niche, and you'll flourish. there's a market for queer games, know your appeal, know who it'll appeal to and be upfront to it

be too broad, you dilute what makes your game cool

we don't need any more generic/broad games, find your niche, find things you're passionate about

keeping momentum going for the KS if you hit all the stretch really quickly, people lose interst, how you space goals maters

got occasional comment, sometimes had to step back, breathe, get business face on to answer

quietly deflect detractors/trolls away from things

consider what images you start with because that helps set the tone

know your pitch and communicate it as unambigiously as you can

more efficient to do a large print run and just take a while to sell it all

GET TEST PRINTS – because something can mess up try different printers because they have different specs

dont stick to one style of game/system, try different

whatever yooure making, make it bc you love it not business, think business later once it's done

nobody's done (well) with explicit pitch w/ isekai (where you're normal and suddenly find yourself in fantasy world or regular it) meta game stuff

look for gunpla otaku isekai

stock art, public domain