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On my question Where did the concept of community copies originate in the indie scene? an up-voted comment asked the question: What is a community copy?

So what is a community copy in the indie ttrpg space?

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"A limited pool of freely available copies that anyone could claim."

Dee Pennyway explains community copies on their blog (emphasis mine):

It used to be that if you had a price on your game, you also had a note in your store that said people could email you or message you on Twitter to ask for a free copy.

What I heard from people who did this was that it was fine for a bit, but eventually the load of fielding requests for free content became a source of stress.

Matthew Balousek wrote a quick explanation of his solution: to use itch’s Rewards system to supply a limited pool of freely available copies that anyone could claim. No emails, no messages, just a field in the dashboard that could be updated manually when the pool ran out.

Dee notes in that blog article that they are not the inventor of the idea:

First, a disclaimer: I did not “invent” Community Copies. It was a feature that already existed in itch.io’s system, Matthew Balousek wrote a quick explanation about them, and then I gave the idea a “name” and wrote a longer, more in-depth tutorial for setting them up.

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