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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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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[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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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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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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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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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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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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By having the zombies Dodge, you teach players that Dodge is a thing in GURPS. To me, that seems more important than what makes tactical sense for the zombies.
You can explain All-Out Attack if it comes up, but showing fundamental features of GURPS is a higher priority. |
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By having the PCs dodge you teach them that dodge is a thing in GURPS. That's showing a fundamental feature right there. Quote:
Which means you cant reload, change posture, feint and so on. Reloading bows is probably something you want to let people do. And from what Doug wrote Feints and so on WERE in the demo. By making the zombies all out attack you do not take away a key feature of GURPS in comparison to D&D because the PCs still get a dodge, parry and/or block. Im surprised that I have to point that out here to people familiar with PC defence rolls. Active Defence is going to be pretty obvious the first time one of the PCs is hit, and then defends. You are then going to have to explain DB and so onto them. I'll give you that players might think that only PCs get an active defence but I doubt it, because sooner or later one of them will all out attack and lose it. They'll see the difference right then. |
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Most important, however, it worked. Nitpicking the demo for not doing something it was never intended to do misses the point entirely, I think. |
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The 1940s origin of the expression is an non expert offering advice and opinion (presumably to an expert) It seems to have expanded to someone who says what to do without getting involved.. I've just asked why a decision was made and given reasons for trying something different. Most of the reviews for DFRPG have pointed out things that they would have preffered while saying it works Most players I have ask questions and suggest different ideas while still agreeing thst the session worked. I hope the suggestion is considered and accepted/rejected in the spirit in which it was given. |
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Demonstrating basics of GURPS combat (PCs and NPCS both make active defenses) > verisimilitude of enemy tactics
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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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To clarify a bit on what we did and didn't use in the stock demo:
In addition, it has to be a fun experience, not just a rules explanation, and leave them wanting to play more, and seeing why they should choose this system over the other few dozen RPGs (at least) that are also vying for their time in the same hall. As Doug pointed out, things that led to questions were used to point out the depth of the system, if the players weren't overwhelmed by all the new info already. You might also be quite surprised how short a couple minutes of talking can be when trying to explain something, especially interactively, to someone. Ultimately, a demo has different goals than sitting down to play a game, and especially in a large convention environment, you are vying for a very few minutes of someone's attention when there are a ton of other things doing so as well (other game, their kids, lunch, when the next scheduled event is, etc.). Also, credit where credit is due: Ben and I didn't create the demo, we ran it. The DFRPG authors put it together for us. |
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I was at GenCon...I walked by the DFRPG booth quite a few times. Heck, at one point I was there and I got to see Steve Jackson...and that was awesome!
But not once did I play the DFRPG demo. Maybe I should have...but I didn't. Why not? Because there were always long lines of people brand new to GURPS and I didn't want to take up time at the table with my old-hand self, when really that demo was for new folks. And from everything I hear, it was really good for them. Now, the only reason why maybe I should have done the demo was so that I could reproduce it myself for other newbies. But live and learn. I did the Ogre demo instead and that was awesome for me...because I'd never played Ogre before....even though I own the massive Kickstarter edition. |
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