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Old 09-06-2017, 09:49 AM   #17
HunterS
Marketing Director
 
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Join Date: Jan 2016
Location: Austin, TX
Default Re: GenCon Demo Scenario

The simple fact is that we timed these demos in the office, running them with the options we chose. They came in at a speedy 5 minutes, which is where you want your demo to be at a convention like Gen Con. They have to:

A. Appeal to non-fans
B. Be fun
C. Be fast

Adding any options to a players choices means the game is going to go over time and you're going to either lose their interest, or even worse, give them a bad first experience. We wanted heroes to be able to hit the monsters pretty much every time, but also show them that the monsters had a way to defend themselves, hence one choice for defense on the sides. I completely understand the desire to give players a lot of options to give them an example of the entire system, but that just is not conducive to a good general demo. We did provide them with further information about the system ("There's more options than we are providing, like X, X, and X, this is just a quick demo to give an example), or if an existing GURPS player game up, Jimmie and Ben were able to give some more detailed rundowns of the differences.

However, for the general, mass consuming audience, this demo was just about the perfect distillation of what we could do with Dungeon Fantasy RPG in 5 minutes.
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