Now I know Reel Adventures is not quite finished but I think putting a demo together for it will help me clarify some things for it and also shine a light on how to put together a demo for games that rely on a lot of creation from the players.
Things that are important to the game are:
1) Players create their own story
2) The role of the nemesis
3) The way threat flows
4) The action system
5) Stakes
6) Setup is really quick
7) It is quick to play
8) The plot device
Now the way the game works in a given round is that each player frames a scene, gets some action out of it and gives some threat to the nemesis. I will not be able to get a full round out of the way in 15 minutes.
I think the best bet is for me to take on the nemesis role, that takes care of 2. If I set it up so that I give a quick preamble into the scene to come, filling out some of the plot device(8). Setup will need to be discarded (6) in favour of giving the players some premade heroes.
So if I set up a very 'Indiana Jones' style setup, seems easiest with the new film being out, and the hook into a scene, like coming across the underground temple in 'temple of doom' then let the players find the action in that scene and play it out.
The scene will show how threat flows, will allow them to create a resource or two and let them see how action works. Afterwards I can talk about how the full game goes.
Thoughts
Cheers
Iain


My Take
Submitted by Malcolm Craig on Thu, 08/05/2008 - 05:16.
2, 3 and 4 seem to be the really key points you want to concentrate on in the demo. Point 1 will naturally flow from what you are doing round the table, 5, 6, 7 and 8 can either be ignored, briefly alluded to or mentioned post-demo.
Nemesis > threat > action would seem to be the way to go.
Using and Indiana Jone setup would work well, especially with the new IJ film coming out shortly. Throw the players right into it:
The evil nemesis is about to plunge the sacred dagger of Kali into the bosom of the beautiful lady archaeologist: go!
Cheers
Malc
Contested Ground Studios