Gaelcon Demos, the learning process and whatnot.

Rich Stokes's picture

So I ran demos of Agon and Umläut at Gaelcon. They went well and I want to try and consolidate what I learned before I forget.

These were one hour demos. With a game like Agon, I've had difficulty covering all the rules in even a 4 hour con slot, so I knew this was going to be a tough one to demo in one hour. It's fiddly as hell until you understand it, but getting players to that point is non-trivial. I decided to show off the bits I like best: The basic challenge resolution, Combat and the structure of Quests.

I handed out the pre-generated characters and lead the players straight into the first conflict. I pretty much said: "Normally you'll have a choice over what your characters do, but right now we're going to assume that you all want to be the first one off the boat and onto the island." I explained how the system worked and got the players to narrate what their characters were trying to use and why the attribute they were working was the one to use. From that moment on I think they rest of the demo pretty much ran itself. I gradually introduced the other mechanics like the Creative use, impairments and helping dice, then had a fight with some skeletons and explained the Quest structure as it unfolded. All in all it was a very good demo and I think I could easily have sold two copies had I been selling the game. One player made me write the details of where to buy the book so he could get one when he got home.

Umläut was more nerve wracking. It's one thing to demo a game you love and play a lot, but demoing one you wrote yourself is a different proposition! My advice to anyone working on their own game is to get out to some cons and demo someone else's game a few times before you try demoing your own. Practice with some you feel less pressured with.

I had created 4 bands for the demo, but had deliberately left members unnamed in them so that people could create their own members. I ended up with 8 players and divided them into 4 pairs to play the bands together. People seemed to take to the bands pretty easily, especially Kevin and Adam with Rock:AWESOME! (the Japanese metal band trying to make it big in the US). We ran for two complete turns, meaning each player got two scenes and every band had one gig. I didn't use NPBs. Gregor can say better than I can exactly how well the mechanics of the game came across, but I think things went pretty well. The Demo was very well received and quite a few of the players wanted to carry on into a full session.

A noticeable flaw was the fact that I handed out the bands and did a quick overview and then sort of left the first band to look over the cheat sheet and pick a scene type. I think that for the 15 minute demo a structure of pretty much pre-arranged scenes needs to be instituted. That is, I hand out pre-written Band sheets to the players and then run them through the scenes: You're doing a Work Scene. Now you guys need a Clash Scene, not you're booked into a Gig with these guys... The Demo needs to end with one song from a gig, that's the coolest bit of the game, so it needs to be part of the demo.

Thoughts? I really need to nail this 15 minute demo business.

Demos, demos, demos

Gregor Hutton's picture

One thing that I loved about being on the Forge booth at GenCon is the volume of demos that you run and play in. I think we should try and play in each others demos at Dragonmeet to see what works and what doesn't and just, y'know, get experience of it.

I think the game of Agon went really well (I spoke to Steve who played in it), and Iain also found positive results with drip-feeding the rules at Furnace.

Umlaut was a lot of fun and it was a bit slow to start, but once we hit a gig with Flaming Skulls then it really picked up. You could see that when Rock: Awesome! totally wanted agig on their next turn. Once stats start moving then people start seeing what they'd want to do next (in a longer game). I think that Umlaut easily could have run for a full game if we'd had time.

The ritualism that Rich had at the table (for both games) also really helped. He had guitar picks and Hell Dollars for Umlaut. For Agon the lego skeletons and Greek heroes are an easy buy in for players every time.

Similarly I also liked the tokens Joe Murphy used for TSOY's bonus dice.

So, something tactile to have on the table, a solid plan for the demo and experience is the way to go.

Tactile goodness

Neil Gow's picture
Gregor Hutton wrote:

So, something tactile to have on the table, a solid plan for the demo and experience is the way to go.

Yeah, I totally agree. I love little flavour bits at the table when possible to allow you to play into the senses of the players (and the GM).

I'm currently trying to collect as many of the 'Imperial' LEGOS as possible because they are wee little redcoats and bluecoats but they are really quite hard to get and expensive when you do find them.

I'll looking around for some medals and such as well.

Neil

Tactile/Fetishistic

Rich Stokes's picture

Yes, the tactile element works wonders. I've been doing it for years, so it didn't occur to me. But yeah, if you're demoing your game you should TOTALLY get as many little immersive items to use as components as you can.

Neil Gow wrote:

I'm currently trying to collect as many of the 'Imperial' LEGOS as possible because they are wee little redcoats and bluecoats but they are really quite hard to get and expensive when you do find them.

The red guys with the tall hats are really bloody hard to find. They were only in production for one year I think. The blue ones are a lot cheaper, but still cost a bomb.