Built for the tabletop community

BGG is a forum tomb. Kickstarter is launch-and-pray. WordPress is a 14-step trek for a playtest report.

VeloCMS is the publishing platform built for indie tabletop designers — prototype journals with alpha/beta build iteration logs and player-count taxonomy; Kickstarter campaign companions with post-funding shipping logs and member-only manufacturing posts; playtest-report writers building searchable archives under their own domain; rules PDF and PnP shops with BYOK Stripe at 0% platform fee; replacement-parts SKU; BGG cross-post; playtest-volunteer signup; convention demo schedule.

BoardGameGeek builds BGG’s authority, not yours. Discord buries your playtest reports in 24 hours. Your designer diary belongs in a permanent, searchable archive under your name — not in a GeekList thread nobody can subscribe to.

14-day free trial0% platform fee on rules PDF shop + PnP membershipsEngineering theme free on all plans

The platforms tabletop designers are stuck on weren’t built for tabletop design

Three concrete ways the current stack fails indie designers, Kickstarter campaign owners, and playtest-report writers — before the first prototype iteration publishes.

BoardGameGeek is a forum tomb — your designer diary disappears into GeekList threads, GeekMails, and session reports nobody can search or subscribe to

BoardGameGeek is the central repository of tabletop gaming culture. It's where your game gets rated, reviewed, and discussed, and there's no realistic substitute for the community authority it provides. But BGG is also structurally hostile to the kind of long-form, ongoing designer documentation that serious indie tabletop design requires. When you publish a designer diary entry describing why you pivoted from a deck-building mechanism to hand management after your third playtest, that entry lives in a BGG GeekList that's sorted by recency, indexed poorly by external search engines, and impossible to subscribe to in any meaningful way. Your alpha/beta build iteration log — twelve weeks of prototype photography, player-count tags, rule changes, and playtester feedback summaries — exists as a series of GeekList items that new visitors arriving via BGG search cannot discover in sequence. There's no canonical URL for your design process under your name. When a publisher or Kickstarter backer searches 'how did [your game] develop', they find a forum thread, not a documented story. A VeloCMS prototype journal, published under your own domain with each iteration as a structured post — date, prototype version, player count tested, rule changes from last session, key observations — is the permanent record that BGG's format structurally cannot produce. It's also what LLM crawlers (Perplexity, ChatGPT Search, Google AIO) surface when someone asks about your game's development. BGG builds BGG's authority. Your blog builds yours.

Kickstarter is a 30-day launch then silence — post-funding shipping logs, stretch-goal manufacturing updates, and backer-exclusive content have nowhere to live

Kickstarter's campaign page is genuinely excellent for the launch window. The social proof mechanics, the funding progress bar, the stretch goal reveal cadence — the platform is engineered to convert curious visitors into backers during that focused 30-day sprint. What it isn't engineered for is the twelve months that follow a successful funding. Post-funding backer updates on Kickstarter go to a notification that most backers see in an email they may or may not open. There's no searchable archive of your shipping log updates. When a backer who missed the email wants to check where the manufacturing stands, they have to scroll through all campaign updates in reverse chronological order with no filtering. The member-only content you promised — behind-the-scenes manufacturing photos, prototype-to-production comparison shots, stretch-goal ruleset previews — lives in Kickstarter updates that non-backers cannot access and that backers can only find by returning to the campaign page. A VeloCMS Kickstarter campaign companion blog turns your post-funding communication into a structured, searchable publication. Each manufacturing update is a permanent post with its own URL. Backers who missed the Kickstarter email can still find the update. Member-only manufacturing photos and ruleset previews are gated behind a free or paid member tier — backers sign up with their email and get the content your campaign promised them. Future campaign followers who discover your game post-campaign have a full publication record to read through. Your Kickstarter page stays at campaign history. Your blog stays at ongoing story.

Discord buries your playtest reports under general chat — playtest iteration logs, rule change rationale, and tester feedback summaries vanish within hours

The tabletop design community runs significant portions of its informal communication through Discord servers — Stonemaier Games' design community, the Board Game Design Lab server, niche genre communities for wargame design, roll-and-write specialists, and deduction game designers. Discord has genuine value for real-time discussion, live playtest coordination, and quick feedback loops. It is structurally terrible for documentation. When you finish a playtest session for your Euro-style engine-building game and write up the results — player count, session duration, standout mechanisms, rules that confused two of your four testers, the specific change you're making to the worker placement before next session — that documentation lives in a Discord channel. Within 24 hours, it's buried under general chat. Within a week, it requires a search query to find. Within a month, even channel participants who were there have lost the thread. The playtest report format you actually need — version number, player count (the deduction game plays differently at 3 vs 5), session duration, mechanism notes, specific rule change rationale, and photos of the prototype's current iteration — doesn't fit Discord's channel structure at all. A VeloCMS playtest report blog, with each session as a structured post tagged by version number and player count, builds a permanent reference your playtesters can link back to, publishers can read to understand your process, and you can consult when you've forgotten why you changed the scoring track three iterations ago.

Built for three kinds of tabletop practitioners

Solo indie designers, Kickstarter campaign creators, and playtest-report writers have distinct publishing needs. VeloCMS handles all three without requiring three different platforms.

Solo indie designer — prototype journal with multi-iteration alpha/beta build log, player-count taxonomy, mechanism notes, and subscriber list that grows with your design

An original tabletop game design is a long-form creative process that produces documentation most designers scatter across BGG GeekLists, Notion documents, and Discord servers. The alpha build is different from the beta build is different from the current prototype, and the design decisions made between them — why you dropped the auction mechanism, what made the deduction game's hidden-role information feel unbalanced at four players, why the Euro worker placement gained a second action type in version 7 — are the substance of designer documentation that serious hobbyists, publishers, and potential Kickstarter backers find genuinely interesting. VeloCMS's prototype journal format structures each iteration as a post with version label (Alpha-1 / Alpha-2 / Beta-1), player count tested, session duration, mechanism changes from last version, and key playtest observations. The photo block supports multiple AVIF images per entry — table setup, component close-up, scoring track detail, rules manuscript page — so the documentation is visual as well as analytical. Your subscriber list grows with every update: playtesters who sign up to receive new reports, BGG community members who find your designer diary and want to follow the development, and Kickstarter followers who want behind-the-scenes access before the campaign launches. The PnP PDF of the current prototype version links directly from each iteration post so interested playtesters can print and test at home without hunting for the current file in your BGG GeekList.

Kickstarter campaign creator — post-funding shipping logs, stretch-goal updates, member-only manufacturing photos, and backer email list you own

A funded Kickstarter campaign is a publishing problem that the campaign platform itself doesn't solve particularly well. You have backers who care about shipping dates, manufacturing status, stretch-goal fulfillment, and the ongoing story of the game they funded — and the only tool Kickstarter gives you is a campaign update that fires an email notification most backers may not open. The post-funding phase for a successful campaign typically runs six to eighteen months: factory sample review, rulebook manuscript finalization, component quality approval, fulfillment partner logistics, and then the actual shipping window. Each of those phases produces content that your backers want — factory sample photos comparing the prototype to production components, rules PDF updates reflecting the final manuscript, stretch-goal artwork reveals, shipping region update posts. A VeloCMS Kickstarter campaign companion blog gives each manufacturing milestone its own permanent post with photos, timeline context, and a subscriber email notification. Member-only posts gate manufacturing photos and ruleset previews behind a free tier that requires an email signup — so your backer email list becomes a first-party asset you own rather than a Kickstarter update notification that goes to Kickstarter's system. When your next campaign launches, the announcement email goes to the audience you built from your previous campaign. Kickstarter keeps 5% + payment processing on every dollar you raise. VeloCMS keeps 0% of what your blog or shop earns.

Playtest-report writer and PnP creator — player-count tagged playtest reports, rules PDF shop, replacement-parts SKU, and playtest-volunteer email capture

The tabletop design community has a specific publishing stack problem: the people who write thorough, analytical playtest reports — documenting mechanism behavior at different player counts, noting rules ambiguity, providing the kind of structured feedback that actually improves a game design — have no good platform to publish on. BGG session reports are not structured for playtest documentation. Discord messages are ephemeral. A personal blog on WordPress requires fifteen minutes of setup overhead before you can even write the first post. VeloCMS's playtest report post format includes player count tag (a deduction game at three players and a deduction game at five players are sometimes different games), session duration, game version tested, mechanism notes, and a structured feedback summary. The playtest-volunteer signup form in Admin captures email and experience level from community members who want to join future sessions — building a recurring tester pool rather than cold-posting in BGG forums before every session. The rules PDF shop with BYOK Stripe connects to your own Stripe account at 0% platform fee — current rulebook manuscript, PnP print-ready PDF, and replacement parts shop (dice faces, card sleeves, token sets, individual component replacements) all managed from the same Admin commerce interface. Your blog builds both your design reputation and your direct audience simultaneously.

Three features built specifically for tabletop publishing

Playtest report format, rules PDF and PnP shop, and Kickstarter campaign companion — each solves a specific problem that generic blog platforms and BGG GeekLists ignore.

Playtest Report Format — multi-photo prototype journal with alpha/beta build iteration log, player-count tag, mechanism notes, and designer-diary timeline

The VeloCMS TipTap editor includes a /playtest-report block that structures playtest documentation in semantically correct markup: game title and version number (Alpha-1 / Alpha-2 / Beta-3), session date, player count tested (critical for games where the mechanism behavior differs significantly between player counts — a deduction game with hidden roles plays fundamentally differently at 3 than at 6), session duration, and testing venue note (local game group / convention open gaming / Tabletop Simulator async). The mechanism notes section supports structured narrative: which mechanisms were under observation this session, what behavior was observed, what rule ambiguity surfaced when a playtester misread the worker placement, and what specific change you're committing to before next session. The photo block supports multiple AVIF images per report: table setup (component layout before play), mid-session state (scoring track progression or hand position documentation), and component close-up (prototype card art, rule manuscript page, custom dice face currently in testing). An iteration log section displays all previous versions with their date and player count tested as a timeline, so a publisher reading your designer diary can see the full arc of the design process from the first alpha to the current beta build. A PnP download block links the current rules PDF from the post so interested playtesters can print and test at home. When you finish a playtest session and publish the report, your subscriber list receives an automatic notification. No Discord message that disappears in 24 hours.

Rules PDF + Print-on-Demand Shop — BYOK Stripe direct checkout for rules manuscript PDF, PnP component sheets, replacement-parts SKU, and member-only beta rules access

Connect your own Stripe account in Admin → Settings → Integrations. Rules PDF listings in Admin → Commerce include file upload (current rules manuscript in PDF format), a version tag (Alpha-2 / Beta-1 / Pre-release v3), a player count range field (2-5 players), an estimated play time field (45-90 minutes), a mechanism tag (worker placement / deduction / deck building / engine building / roll-and-write / Euro / Ameritrash / cooperative / filler), and a companion blog post link to the prototype journal entry that explains the rule set's current state. PnP component sheet listings include print-ready PDFs of card sheets, token punch boards, and custom dice templates — everything a home-printer playtester needs. Replacement-parts SKUs let you sell individual components: replacement dice faces for a game where custom pips matter, individual card reprints when the print run had a misprint on an important card, token sets in alternative materials for players who want upgraded components. Member-only beta rules gate the current in-development rulebook behind a paid or free subscription tier — interested playtesters sign up with their email to access the work-in-progress manuscript, and you build a direct tester pool who's invested in the design. The 0% platform fee means a $8 PnP rules PDF earns $8 minus Stripe's standard 2.9% + $0.30 processing charge — not a Kickstarter percentage or a marketplace cut.

Kickstarter Campaign Companion — campaign update mirror with post-funding shipping logs, member-only behind-the-scenes manufacturing posts, and backer email list ownership

The VeloCMS Kickstarter campaign companion pattern structures post-funding communication as a publication rather than a series of email blasts. Each manufacturing milestone — factory sample arrival, first press check, component quality confirmation, freight booking, customs clearance, fulfillment center delivery — is a permanent post with its own URL. Factory sample comparison photos (prototype component vs. production component side-by-side) upload as AVIF image galleries with caption labels. Stretch-goal fulfillment update posts explain which stretch goals are in production, which have been finalized, and what the add-on backer expects to receive. The member-only section gates manufacturing behind-the-scenes for backers who signed up during or after the campaign: sign up with your email, get access to factory floor photos, rules manuscript comparison posts (Beta-3 vs. final manuscript), and design decision retrospectives that explain why the Ameritrash combat system was simplified before the print run. Post-campaign, the companion blog serves as permanent documentation of the Kickstarter story — new game buyers who discover the game post-retail can read the full development and manufacturing history. Kickstarter keeps 5% of your campaign total plus payment processing fees. Your VeloCMS companion blog — post-launch, post-funding communication, member-only content, and the secondary rules PDF shop — runs at 0% platform fee. The backer email list you build through member signups is yours directly, in Admin → Members, ready for your next campaign announcement.

Nine features tabletop designers use every sprint

From prototype photo timelines to replacement-parts shops and member-only beta rules — everything the indie tabletop community’s publishing needs actually require.

Prototype photo timeline

Document each iteration with multi-photo AVIF uploads — table setup, component close-up, rules manuscript page, mid-session state. The timeline view shows all prototype versions in sequence so publishers and backers can follow the full design arc.

Playtest report with player-count tag

Each playtest report tagged by player count (2p / 3p / 4p / 5p / 6p), game version, and mechanism category. A deduction game at three players is a different game at six. Your archive becomes a filterable analysis record by player count.

Rules PDF shop

Rules manuscript PDF listings with BYOK Stripe checkout at 0% platform fee. Version tag, player count range, mechanism tag, and play time field. PnP component sheet bundles. Every sale captures buyer email to your subscriber list.

Replacement parts SKU

Individual component replacement listings: dice faces, card reprints, token sets, punch board sheets. Buyers who need a specific replacement order directly via BYOK Stripe without contacting you manually. Inventory tracked in Admin.

BGG cross-post

Publish your designer diary entry on your VeloCMS blog and cross-link from BGG GeekList items back to the full structured post. Drive BGG discovery traffic to your owned domain. Subscribers follow your design process under your name, not BGG's.

Playtest-volunteer signup

Capture email and experience level from community members who want to join future playtest sessions. Build a recurring tester pool. Subscriber-notified when the next playtest report publishes. End the BGG forum cold-post before every session.

Kickstarter update mirror

Mirror your Kickstarter campaign updates as permanent blog posts with their own URLs. Factory sample arrival, shipping window, customs update — each milestone indexed under your domain, searchable and permanent after the campaign ends.

Member-only beta rules

Gate your current in-development rules manuscript behind a free or paid member tier. Interested playtesters sign up with email for access. You build a direct tester audience invested in the design before the Kickstarter campaign launches.

Convention demo schedule

Structured convention appearance posts with event name, location, dates, table number, demo session times, and RSVP capture. Gen Con, Origins, BGG.CON, Essen Spiel, Unpub — each appearance indexed under your domain with a permanent recap post after.

100K+

Posts published

On VeloCMS blogs globally

50K+

Readers per top blog

Achievable with consistent prototype journal + playtest documentation

99.97%

Uptime SLA

Railway + Cloudflare infrastructure

< 1s

LCP target

Even on multi-photo prototype journals and component comparison galleries

Old way vs. VeloCMS

Four concrete workflow changes that move a tabletop designer from fragmented BGG + Discord + Kickstarter + email threads into a publishing operation with owned audience, indexed content, and compounding community income.

Before

Finish a playtest session for the Euro engine-building prototype — write up notes in a Discord message (player count, mechanism observations, rule changes for next session) — watch the message disappear under general chat within 24 hours — a playtester who missed the session asks what changed and you scroll back through Discord to find the post — three months later you're trying to remember why you removed the auction mechanism and the documentation no longer exists in any searchable form

With VeloCMS

Same playtest → open /playtest-report in VeloCMS → add version tag (Beta-2), player count (4p), session duration, mechanism notes, rule change rationale → upload table setup + component close-up AVIF photos → link current PnP PDF for home testers → publish → post indexed under your domain → subscriber notification fires to your tester email list → iteration log automatically updates showing all sessions in sequence → publisher reads your designer diary from first alpha to current beta and sees the full story

Before

Post the PnP rules PDF in a BGG GeekList file section — buyer downloads the PDF — you capture no email address — when the rules update to Beta-3, you post a new file in the same GeekList — the previous downloader has no way of knowing the manuscript changed — you have no list of people who have tested your game and no way to announce the Kickstarter campaign to the audience who's already invested in the design

With VeloCMS

Same rules PDF → create listing in Admin &rarr; Commerce → upload Beta-2 rules manuscript PDF → set version tag and player count range → BYOK Stripe checkout at 0% platform fee → buyer email captured in Admin &rarr; Members → Beta-3 update releases → email the subscriber list directly with changelog → Kickstarter campaign launches → email the same audience who already tested the game → compounding warm audience that belongs to you

Before

Kickstarter campaign funds successfully — you post manufacturing updates on the Kickstarter update page — backers who missed the email notification go back to the campaign page to find the update buried in a reverse-chronological list with no search — the member-only manufacturing photos you promised backers are locked in Kickstarter updates that require backers to navigate back to the original campaign — six months post-funding, your game ships and the entire documented story of the manufacturing process is buried in a Kickstarter campaign that's no longer promoted anywhere

With VeloCMS

Same Kickstarter campaign → mirror each manufacturing update as a permanent VeloCMS post → factory sample photos upload as AVIF gallery → member-only posts gate manufacturing behind-the-scenes for backers who sign up → subscriber notification fires on every update → post-campaign, new retail buyers read the full manufacturing history → your backer email list in Admin &rarr; Members becomes the launch list for your next campaign

Before

Attend Gen Con with a convention demo of the deduction game prototype — demo players ask where they can follow the development — you say 'BGG GeekList and the Discord server' — they join the Discord server but never see the playtest reports because they're not in the right channel — the BGG GeekList is three updates behind — the convention demo created genuine interest in the design and the infrastructure to convert that interest into subscribers doesn't exist

With VeloCMS

Same Gen Con demo → VeloCMS convention appearance post published before the event → demo players scan the URL at the table → they sign up to the subscriber list at the convention → new players receive automatic email when the next playtest report publishes → the convention demo converts directly into subscribers who follow the Alpha-3 iteration and are primed to back the Kickstarter campaign

The honest cost comparison

BGG free + Kickstarter 5% fee + Discord free + Squarespace $28/mo + Mailchimp $20/mo + Etsy listing fees vs. VeloCMS Pro flat. Here’s what the fragmented tabletop designer stack actually costs.

Hobby cutoff: if you design games purely for your local group and never publish a playtest report or run a Kickstarter, the free tools are fine. Community cutoff: the moment you want a prototype journal indexed under your name, a rules PDF shop without platform fees, or a Kickstarter campaign companion with backer email ownership, the fragmented stack costs more than VeloCMS Pro within 90 days.

FeatureVeloCMSBGGKickstarterDiscordSquarespaceMailchimp
Monthly platform cost$9/mo Pro (flat)Free — but your content builds BGG's domain authority and subscriber base, not yours; no email capture, no searchable archive by player count, no PnP shop, no member-only content5% + payment processing (~3-5% depending on region) on every dollar raised — not a monthly fee but structural: Kickstarter owns the backer relationship and the campaign page after funding; no ongoing publication platformFree — but playtest reports, designer diary entries, and mechanism notes disappear under general chat; no searchable archive, no subscriber list, no blog index, no PDF shop, no Google or LLM indexing$28/mo ($336/yr) — no tabletop-specific playtest report format, no player-count tag, no prototype journal timeline, no PnP PDF shop, no replacement-parts SKU, no Kickstarter update mirror, no BGG cross-post integration$20-350/mo depending on list size — email only, no prototype journal format, no playtest report, no rules PDF shop, no member-only beta rules, no convention demo schedule, no searchable blog archive
Prototype journal with multi-iteration log, player-count tag, version numbering, and mechanism notesBGG GeekList supports file uploads and text posts but no structured version log, no player-count tag, no mechanism taxonomy, no subscriber notification, and no search-engine indexing under your domainKickstarter campaign page has an updates section but no prototype journal format — campaign updates are for backers, not public design documentation; no iteration log, no player-count tagDiscord channels support text and image posting but no structured post format, no searchable archive, no version log, no player-count filter, and no permanent URL for individual playtest sessionsGeneric blog post — no /playtest-report structured format, no player-count tag, no version numbering field, no iteration log timeline, no mechanism notes sectionEmail newsletter only — can announce playtest sessions but no permanent archive, no searchable playtest report library, no player-count filter, no prototype photo timeline
Rules PDF + PnP shop (BYOK Stripe 0% fee, version tag, player count range, mechanism tag, replacement-parts SKU)BGG supports file attachments on game entries but no e-commerce, no buyer email capture, no version-notified subscriber list, no 0% fee — files are downloads, not purchases, and the buyer relationship goes to BGGKickstarter's BackerKit and Pledge Manager handle post-campaign add-on orders but charge 2-5% additional platform fee on top of Kickstarter's 5% — no ongoing PDF shop, no replacement-parts SKU after campaign closesNo e-commerce — Discord can share PDF links but has no checkout, no buyer email capture, no version notification system, no SKU management for replacement partsSquarespace Commerce handles digital products but no tabletop-specific mechanism taxonomy, no version tag field, no player-count range field, no replacement-parts SKU structure, and requires the $23-36/mo Commerce plans to unlock digital downloadsNo e-commerce — Mailchimp can include product links in emails but has no checkout, no PDF hosting, no buyer-subscriber linkage, no version update notification for rules manuscript changes
Kickstarter campaign companion (update mirror, member-only manufacturing photos, backer email list ownership)BGG campaign entries can link to Kickstarter but provide no post-funding update infrastructure, no member-only manufacturing content, and no backer email list — backers subscribe to BGG notifications, not to youKickstarter's native updates work for the campaign window but give you no post-campaign publication infrastructure, no backer email list export for future campaigns, and no member-only content gatingDiscord can host a backers-only server channel but no permanent post archive, no subscriber email capture from the channel, no searchable manufacturing update history, no post-campaign public documentationGeneric blog posts can mirror Kickstarter updates but no backer member tier gating, no email capture that links to campaign backer identity, no structured manufacturing timeline formatEmail newsletters can deliver manufacturing updates but no permanent post archive with its own URL, no member-only content gating, no public documentation for post-campaign retail buyers reading the development history
SEO for tabletop keywords ('prototype journal', 'indie board game designer', 'tabletop game playtest report', 'PnP board game PDF')BGG.com ranks for tabletop queries but domain authority goes to BGG — your game's designer diary earns BGG traffic and BGG search authority, not your personal domainKickstarter campaign pages rank but authority goes to kickstarter.com — your game's development story earns Kickstarter's traffic, and the campaign page is effectively archived once the campaign endsNo SEO — Discord content is not indexed by search engines; your playtest reports and designer diary entries are invisible to Google and LLM crawlersBlog SEO possible but no tabletop-specific schema markup for LLM indexing and AEO discovery of prototype journal content and playtest report archivesNo SEO — email newsletter content is not indexed by search engines; your game design documentation is invisible to Google, Perplexity, and LLM crawlers

Which kind of tabletop practitioner are you?

Three archetypes, three different reasons the current stack is costing more than it’s worth — and three different ways VeloCMS fixes it.

The Solo Indie Designer

You've been working on the deduction game for fourteen months. It started as a hidden-role variant you designed for your local game group — the mechanism where information is revealed asymmetrically based on what players ask rather than what the answer reveals was something you'd never seen executed quite this way. You played it six times with the original four-player version, iterated the information reveal mechanism, and the game became something genuinely interesting. You started a BGG GeekList to document the process. Four entries in, you realized that the GeekList format doesn't support the kind of analytical documentation you want to write — player-count comparisons showing why the deduction game plays fundamentally differently at 3 vs 5, version numbering that tracks which rules changes happened between which sessions, mechanism notes that explain why you dropped the accusation phase in Alpha-3 and brought it back in a modified form in Beta-1. Publishers who reach out about a game want to understand the design process, not just the current state of the rules. A VeloCMS prototype journal, with each playtest session as a structured post under your name and domain, is the documentation your design has earned through fourteen months of iteration. The member-only beta rules section builds your playtester email list before the Kickstarter campaign launches. The PnP PDF shop converts interested home-printers into subscribers. The BGG GeekList links back to your blog rather than being the destination itself.

The Kickstarter Campaign Creator

Your first campaign funded at 340% of goal. Forty-eight hours in, the momentum was real — the Euro worker-placement game with the asymmetric faction powers hit the right confluence of mechanism and production value at the right moment, and the stretch goals you'd designed (modular board expansion, faction deck 5 and 6, deluxe meeple upgrades) came from genuine community engagement with the design rather than manufactured hype. The problem started six months post-funding. Backers were asking about manufacturing status in the campaign comments, in a Discord server you'd set up, and in direct BGG messages. You were managing communication across four channels simultaneously, none of them with permanent searchable archives. The factory sample photos showing prototype-to-production component quality comparison — genuinely exciting content that backers would have loved to see — lived in a Kickstarter update that most backers missed because the email notification fired during a Tuesday morning. Your second campaign launches in three months. The backer email list from the first campaign lives in a spreadsheet because Kickstarter doesn't give you a clean CRM export. A VeloCMS Kickstarter campaign companion blog — manufacturing update posts with permanent URLs, member-only content for backers who sign up with their email, a subscriber list that's actually yours — is the infrastructure your second campaign should have had from the start of the first one. The 0% platform fee on your rules PDF shop means the companion blog earns the audience for the next campaign without paying Kickstarter a percentage to communicate with them.

The Playtest Writer

You've been writing playtest reports for four years. Not your own games — you're a specialist playtester and reviewer who documents mechanism behavior at different player counts for designers in the early-design community, runs structured analysis sessions for Kickstarter prototype reviewers, and contributes the kind of analytical documentation that distinguishes a thorough playtest report from a session report. You understand that the Ameritrash combat system in a game behaves entirely differently as a 2p tactical duel versus a 5p negotiation game, and you can write that analysis in a way that gives the designer actionable feedback. The problem is that your work lives in Discord messages, BGG private geeklists, and email threads. There's no canonical home for your playtest methodology. When a designer asks for a playtester referral, there's nothing to link to that demonstrates the quality of your analytical approach. When a convention organizer is looking for structured playtest session facilitators for their design event, you have no portfolio. A VeloCMS playtest report blog, with each public session as a structured post tagged by player count and mechanism category, is the portfolio your analytical work has produced over four years. The playtest-volunteer signup form builds your tester network. Publishers who want structured prototype feedback can find your work via search. The convention demo schedule feature means your convention appearances are documented before and after, not just announced on social media and forgotten.

Board Game Designer FAQs

Specific questions about player-count tagging, multi-iteration prototype journals, rules PDF shop with BYOK Stripe, replacement-parts SKU, Kickstarter campaign companion, member-only beta rules, playtest volunteer signup, and theme recommendations for tabletop design blogs.

Frequently asked questions

Can I tag playtest reports by player count and game duration?

Yes — VeloCMS supports free-form tags and structured fields on every post. Create tags like '2p', '3p', '4p', '5p', '6p+', 'solo', and mechanism tags like 'deduction', 'worker-placement', 'deck-building', 'engine-building', 'euro', 'ameritrash', 'cooperative', 'roll-and-write'. The /playtest-report TipTap block format includes a dedicated player count field and a version tag field (Alpha-1 / Alpha-2 / Beta-1 / Pre-release) that render as filterable taxonomy on your playtest archive page. A publisher reading your designer diary can filter all sessions at a specific player count to understand how the deduction mechanism behaves differently at 3 versus 5. Your archive becomes a structured analytical record of the full design process.

Can I run a multi-iteration prototype journal with version numbering and a full iteration timeline?

That's exactly what the /playtest-report format is designed for. Each post includes a version label (Alpha-1 / Alpha-2 / Beta-3), session date, player count, session duration, mechanism notes for that iteration, and specific rule changes from the previous version — with rationale. An iteration log component on the post page displays all previous versions in a timeline so a visitor reading the current Beta-3 session can scroll back and see that the auction mechanism was removed in Alpha-3, briefly restored in Beta-1, and finally replaced with a worker placement variant in Beta-2. The PnP rules PDF download block links the current manuscript version from each playtest post. When you publish a new iteration, your subscriber list receives an automatic notification with the version number and key changes.

Can I sell rules PDFs and PnP component sheets with BYOK Stripe at 0% platform fee?

Yes — connect your own Stripe account in Admin &rarr; Settings &rarr; Integrations. Rules PDF and PnP component sheet listings in Admin &rarr; Commerce include file upload, a version tag, player count range (e.g. '2-5 players'), estimated play time, mechanism tag (worker placement / deduction / deck building / etc.), and an optional companion blog post link. Every sale goes directly to your Stripe account at 0% platform fee — VeloCMS takes nothing from your PDF revenue. The standard Stripe processing charge (2.9% + $0.30 per transaction) is the only cost. Every buyer's email is captured in Admin &rarr; Members so you can notify them directly when the rules manuscript updates to the next version. Compare that to Kickstarter BackerKit charging 2-5% on post-campaign add-on orders or Etsy charging 6.5% transaction plus $0.20 listing renewal.

Can I add a replacement-parts shop with individual component SKUs?

Yes — the Admin &rarr; Commerce interface supports individual component SKU listings: replacement dice faces (for games where custom pip values matter), card reprints (when a print run had a misprint on an important action card), token sets in alternative materials, punch board sheet replacements, and accessory bundles (card sleeves specified for the game's component dimensions). Each SKU has its own listing, price, and BYOK Stripe checkout at 0% platform fee. Buyers who need a specific replacement component order directly without contacting you manually. Inventory levels track in Admin. When stock for a specific SKU runs low, the Admin dashboard flags it for restock. Your replacement-parts shop runs alongside your rules PDF shop on the same platform.

Can I run a Kickstarter campaign companion blog with post-funding shipping logs and member-only manufacturing posts?

Yes — the VeloCMS Kickstarter campaign companion pattern gives each manufacturing milestone its own permanent post with photos, timeline context, and subscriber notification. Factory sample comparison posts upload AVIF image galleries (prototype component vs. production component side-by-side). Member-only posts gate manufacturing behind-the-scenes for backers who sign up with their email — they create a free account in Member &rarr; Login, and their email is captured in Admin &rarr; Members. Post-campaign, new retail buyers who discover the game read the full manufacturing history as a public blog archive. The backer subscriber list you build through member signups is your first-party asset for your next campaign announcement — not a Kickstarter update notification that fires once and goes to Kickstarter's system.

Can I gate beta rules and member-only prototype access behind a paid or free member tier?

Yes — any post section or entire post can be flagged as member-only in Admin &rarr; Members &rarr; Content. Your current in-development rules manuscript (the Beta-2 rulebook that hasn't been publicly released yet), prototype playtest video recordings, and designer rationale deep-dives can be gated behind a free subscription tier (email-only signup) or a paid tier (your price via BYOK Stripe). The public intro section of each playtest report post explains the session's findings, building SEO authority and community interest. The complete Beta-2 rules manuscript and component-print templates are subscriber-only. When a new beta version publishes, your member list receives an automatic notification.

Can I capture playtest volunteer signups and build a recurring tester pool?

Yes — the playtest-volunteer signup form in Admin &rarr; Settings captures email and experience level (first-time board game tester / experienced hobby gamer / competitive tournament player / professional game designer) from community members who want to join future sessions. Signup links embed directly in playtest report posts as a /signup TipTap block command. When you need testers for the next session — especially useful for deduction games where player count composition matters — you email the volunteer list from Admin &rarr; Members rather than cold-posting in BGG forums. Subscribers receive an automatic notification when the next playtest report publishes. Over time, your volunteer pool builds without manual recruitment.

What themes work best for an indie board game designer blog?

Two themes are recommended for tabletop designers. Engineering is the primary recommendation — its technical clarity, structured hierarchy, and iteration-log-friendly layout suit prototype journal content and playtest report documentation in a way that generic blog templates don't achieve. Mechanism notes, player-count comparisons, and rule change rationale read with authority in the Engineering theme's readable column layout. Manifesto Black is the secondary recommendation for designers who want a bold, high-contrast Kickstarter-campaign-style presence — the strong typographic contrast and dark aesthetic give campaign companion blogs a visual energy that matches the Kickstarter creative culture. Both themes are free on all plans. Theme preview pages at /themes. For the digital game dev cousin niche: /for-game-devs (Unity / Unreal / itch.io / build changelogs — distinct from tabletop). For the chess content creator niche: /for-chess-content-creators (opening theory, tournament coverage, coaching — related but distinct).

A note on indie tabletop design and publishing infrastructure

Indie tabletop design has a documentation problem that's genuinely strange to observe from outside the community. The people making these games — designing mechanisms, playtesting iterations, documenting what works and what doesn't at different player counts — are often meticulous analytical thinkers who understand systems deeply. And yet the publishing infrastructure available to them is almost comically fragmented. BGG GeekLists bury the designer diary under forum threads. Discord server playtest reports evaporate within hours. Kickstarter campaign pages go dark once the campaign closes. The rules PDF lives in a file attachment on a BGG entry that gives the designer no email capture, no subscriber list, and no way to announce when the manuscript updates. The result is that genuinely interesting game development documentation — the kind that would build a designer's reputation, attract publishers, grow a Kickstarter audience, and compound into a real community — gets scattered across platforms that were designed for something else. VeloCMS isn't designed for tabletop design specifically the way AccuQuilt is designed for fabric cutting. It's designed for exactly the problem tabletop designers have: a single platform where the prototype journal, the playtest report archive, the rules PDF shop, the replacement-parts SKU, and the Kickstarter campaign companion all live under your name, on your domain, with your subscriber list. The Engineering theme's iteration-log clarity and Manifesto Black's campaign presence are the visual layer. The mechanics are the same ones that power photography blogs, Kickstarter newsletters, and food creator shops — just pointed at prototype journals and deduction game playtest reports instead.

Ready to build a prototype journal, rules PDF shop, and Kickstarter companion that earns what your design is worth?

Prototype journal with alpha/beta build iteration log. Rules PDF and PnP shop with BYOK Stripe 0% fee. Kickstarter campaign companion with backer email list ownership. Playtest-volunteer signup. Everything on one $9/mo platform.

14-day free trial0% platform fee on rules PDF shop + PnP membershipsEngineering and Manifesto Black themes free on all plans