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Old 09-11-2009, 03:00 PM   #1
sir_pudding
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Default Information in Prospectuses

While whswhs seems to get by with only a couple of lines per campaign, I find that my prospective players seem to need a lot more information. I find that my campaign descriptions are short paragraphs, and still I get questions that I thought had at least implied or implicit answers. As this next prospectus gets e-mailed out I'm putting it into an outline form:

Title: (Campaign Title)
System: (Game system to be used)
Genre: (Best approximation of campaign genres or subgenres)
Setting: (Name of well known setting or brief description of original setting)
Fidelity: (Description of the relative realism of the campaign).
Combat Frequency: (Description of the relative frequency of combat in the game)
Power Level: (Description of the relative power level of the game either in the terms of the character creation rules (e.g. point total) or abstract terms.
Description: (Short paragraph describing the campaign; intended to be a interesting hook).

Does this seem like a reasonable approach? Is it too much information? Could I just be clearer in my descriptions?
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Old 09-11-2009, 04:14 PM   #2
AmesJainchill
 
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Default Re: Information in Prospectuses

No, that looks very informative. If only all GMs gave out this kind of info.
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Old 09-11-2009, 05:58 PM   #3
Kyle Aaron
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Default Re: Information in Prospectuses

I deliberately leave things vague, just to get those kinds of questions.

That's because asking questions about something gives you a sense of investment in it, so it makes the players enthusiastic and somewhat committed before they even play.

It's also because in offering several campaigns, I've not got a dozen pre-written campaign modules with all the details created already, I've just got a page of notes on each one which I'll expand on when the players make their choices.

From the questions asked and thinking of the players who are interested in that particular campaign, I can expand it in the areas they seem interested in, and also adapt it a bit to suit their personalities, playstyles and expressed interests.
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Old 09-11-2009, 07:50 PM   #4
sir_pudding
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Default Re: Information in Prospectuses

Quote:
Originally Posted by Kyle Aaron View Post
I deliberately leave things vague, just to get those kinds of questions.

That's because asking questions about something gives you a sense of investment in it, so it makes the players enthusiastic and somewhat committed before they even play.
I used to think this way as well. However, I've since done 4 prospectuses and have gotten some feedback. I've had several players say they didn't bid on a game because they "didn't understand it".
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Old 09-11-2009, 07:58 PM   #5
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Quote:
Originally Posted by sir_pudding View Post
I used to think this way as well. However, I've since done 4 prospectuses and have gotten some feedback. I've had several players say they didn't bid on a game because they "didn't understand it".
I can see that as a concern. However, I sometimes put down game proposals that I don't fully understand. . . .

Bill Stoddard
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Old 09-11-2009, 08:11 PM   #6
sir_pudding
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Default Re: Information in Prospectuses

Quote:
Originally Posted by whswhs View Post
I can see that as a concern. However, I sometimes put down game proposals that I don't fully understand. . . .
As have I, but I do seem to know more than they seem to.

Anything else I might want to add?
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Old 09-11-2009, 09:13 PM   #7
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Quote:
Originally Posted by sir_pudding View Post
As have I, but I do seem to know more than they seem to.

Anything else I might want to add?
If I have a specific role in mind for the characters I will specify that; for example, "characters will be consulting criminals who provide unusual skills to other criminals; they must not object to breaking the law for gain."

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Old 09-11-2009, 09:19 PM   #8
Kyle Aaron
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Default Re: Information in Prospectuses

Quote:
Originally Posted by sir_pudding View Post
I've had several players say they didn't bid on a game because they "didn't understand it".
I find that players who give no feedback and ask no questions at the prospectus stage aren't that interested and won't be very reliable or interested players during a campaign.
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Old 09-12-2009, 08:44 AM   #9
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Default Re: Information in Prospectuses

Quote:
Originally Posted by sir_pudding View Post
While whswhs seems to get by with only a couple of lines per campaign, I find that my prospective players seem to need a lot more information. I find that my campaign descriptions are short paragraphs, and still I get questions that I thought had at least implied or implicit answers. As this next prospectus gets e-mailed out I'm putting it into an outline form:

Title: (Campaign Title)
System: (Game system to be used)
Genre: (Best approximation of campaign genres or subgenres)
Setting: (Name of well known setting or brief description of original setting)
Fidelity: (Description of the relative realism of the campaign).
Combat Frequency: (Description of the relative frequency of combat in the game)
Power Level: (Description of the relative power level of the game either in the terms of the character creation rules (e.g. point total) or abstract terms.
Description: (Short paragraph describing the campaign; intended to be a interesting hook).

Does this seem like a reasonable approach? Is it too much information? Could I just be clearer in my descriptions?
I'll give it a thumbs up.

Will copy and keep it handy.

I normally refer to the GURPS Space 3e campaign planner/form in that book. It's more or less the same thing with a bit more detail.

I don't recall a totally generic one, but I'm just getting into 4e.

>
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Old 09-12-2009, 09:03 AM   #10
whswhs
 
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Quote:
Originally Posted by Kyle Aaron View Post
I find that players who give no feedback and ask no questions at the prospectus stage aren't that interested and won't be very reliable or interested players during a campaign.
That describes nearly all of my players. I haven't found that sequel to be at all common in their case, though.

Bill Stoddard
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