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Old 09-05-2017, 09:37 AM   #1
Ulairi
 
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Default GenCon Demo Scenario

Does anybody happen to have the demo scenario that was used at GenCon? I'm running DFRPG events at GameHoleCon and I have an intro event and I would love to use that scenario (if possible) for the two intros. I know it's balanced and works....something I build probably won't be nearly as competent.
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Old 09-05-2017, 11:01 AM   #2
DouglasCole
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Default Re: GenCon Demo Scenario

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Originally Posted by Ulairi View Post
Does anybody happen to have the demo scenario that was used at GenCon? I'm running DFRPG events at GameHoleCon and I have an intro event and I would love to use that scenario (if possible) for the two intros. I know it's balanced and works....something I build probably won't be nearly as competent.
It was the intro room from I Smell A Rat. Party started on the stairs, with wandering zombies or spiders as critters spread through the room. Combat options were very limited.
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Old 09-05-2017, 03:43 PM   #3
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Default Re: GenCon Demo Scenario

We found that limiting the combat helped move it along faster, especially in a demo environment. We explained that the full game gave more options, and sometimes gave examples.
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Old 09-05-2017, 04:09 PM   #4
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We found that limiting the combat helped move it along faster, especially in a demo environment. We explained that the full game gave more options, and sometimes gave examples.
Yeah, I didn't mean my comment as a jibe - it was done purposefully as Hunter said, so that the "surprises" that exist relative to That Other Game were on full display:

[1] Yes, with high skill, you never miss. Rolls cluster to 10, and all the PCs had skills of 16+
[2] Oh, crap! Those Zombies can DODGE?
[3] They take a few hits to go down. Unless you're That Guy with 4d+something damage
[4] Oh, *I* can defend too? More than once if I have a weapon AND a shield? And unlimited dodges? Huh. Cool.
[5] I have to choose between move and step-and-attack? OK.

That led to just the right questions.

[1] Why bother with all that extra skill? --> Deceptive Attack, Hit Locations, Rapid Strike.
[2] They dodge? Hah! --> Deceptive Attack, Feint
[3] A few hits? --> Hit Location, Rapid Strike, All-Out Attack (Double)
[4] Actually, this stood on its own
[5] Can't I move AND attack --> Move and Attack; Heroic Charge

So one thing led to another pretty well, and the first demo was basically tactical movement and "don't get dogpiled" plus a lesson on active defense rolls.

It was VERY effective.
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Old 09-05-2017, 06:34 PM   #5
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Default Re: GenCon Demo Scenario

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,
[2] They dodge? Hah! --> Deceptive Attack, Feint


This choice I don't understand.

It makes much more sense on almost every level to have had the the zombies all out attack.

It fits Zombies more thematically and it massively speeds up play.

The only possible negative is that it doesn't show how to get through defences, but you can entirely do that from the Zombie side. Eg All out attack deceptive. "The zombie lurches at you exceptionallly quickly".

I frequently have enemies all out attack in GURPS for faster fights and to show players why all out attack can be such a bad idea.
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Old 09-05-2017, 07:04 PM   #6
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It makes much more sense on almost every level to have had the the zombies all out attack.
It's also tactically superior for the zombies. All-out attack is bad when your active defenses are over 10 (including retreat, if that's a viable option) but most zombies aren't that good. Most of the time, swarms of low skill foes are best off using all-out attack (determined or double) -- sure, they get hit twice as often, but they also hit twice as often, plus they get more mobility and more hits per turn drains active defenses faster.
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Old 09-05-2017, 08:11 PM   #7
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It's also tactically superior for the zombies. All-out attack is bad when your active defenses are over 10 (including retreat, if that's a viable option) but most zombies aren't that good. Most of the time, swarms of low skill foes are best off using all-out attack (determined or double) -- sure, they get hit twice as often, but they also hit twice as often, plus they get more mobility and more hits per turn drains active defenses faster.
Plus there's a lot to do on an all out attack.

All out attack double, all out attack strong, the deceptive attack option I mentioned and so on.

When the PCs cant really All out attack safely in a demo like this the best way to teach the players about all out attacks is to have the monsters do it.


And last time I checked Zombies (often) have Beserk so showing them go beserk is useful too.
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Old 09-05-2017, 09:28 PM   #8
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Default Re: GenCon Demo Scenario

As someone who watched the demo, saw how advanced questions were handled by the guy demoing it, and the result of playing this was completely the right call. One thing I found at GenCon was that if it took more than 10-15 minutes to demo you lost people. They grew bored. There were much more shinier things just over the bend. Cutting the choices down to the bare minimum was the exact right call. Moreover, answering the questions when the players asked about other parts of the DFRPG helped to actually sell the game to players even more. I watched this happen dozens of times.

TL;DR Complicating a demo is a bad idea because you're going to be unlikely to sell the game in the first place due to the player's impatience.
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Old 09-05-2017, 09:31 PM   #9
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TL;DR Complicating a demo is a bad idea because you're going to be unlikely to sell the game in the first place due to the player's impatience.
Making the monsters all out attack isn't complicating the demo.

You also save a dice roll and time every hit.

No one suggested complicating the demo rather simplifying it even further.

Doug made reference to all the different types of attacks so they were already in the demo.
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Old 09-05-2017, 09:37 PM   #10
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Default Re: GenCon Demo Scenario

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Making the monsters all out attack isn't complicating the demo.

You also save a dice roll and time every hit.

No one suggested complicating the demo rather simplifying it even further.

Doug made reference to all the different types of attacks so they were already in the demo.
If you're doing more than attack, defense, or move you're complicating the demo.

Really, one point I left out was that while simplifying you also need to showcase the system in some ways to set it apart. Most of the people who were attracted to that demo were either GURPS players or DnD players. I know. I asked. DnD doesn't allow a defense roll - that was considered novel by more than 3/4 of the people playing. By having the zombie's all-out attack as you suggest it takes away one of the core mechanics of GURPS while adding nothing.
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