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Independent Game Forums => Universalis => Topic started by: Valamir on July 16, 2004, 08:48:30 PM

Title: GenCon Catalog material
Post by: Valamir on July 16, 2004, 08:48:30 PM
In this thread (http://www.indie-rpgs.com/viewtopic.php?t=12021) the plan was outlined to create a catalog of games for the GenCon booth that included 2-3 pages of (digest sized) additional content for each game (rather than just promo stuff).

The essays and Add-ons available on the site are a perfect source for this.

I have some ideas, but I'd like to hear from some Uni players on what you think the most useful content would be to include.
Title: GenCon Catalog material
Post by: Christopher Weeks on July 17, 2004, 11:49:07 AM
Wow, that's cool.

Assuming that you're going to provide a 200 word description on the splash page (page 1), I'd suggest:

page 2 - Sample gimicks that fans have written to you about (d6, durable components, unique traits(from TUA2)) stuff to demonstrate the flexibility of the engine.

page 3 - An essay on Story Power with a compare and contrast on what Coins can get you.

page 4 - How to make Universalis a "proper" role-playing game -- listing several various gimicks that can allocate power in GMs and make certain components under the perma-control of certain players.

edit in: it occurrs to me that you might be including R&R in this three pages, so obviously my suggestion would have to be trimmed to share.  Anyway, I think Phil's note that this book is an excellent place for original material is good.  On the other hand, stuff like the 2-page play aid is actually something useful too.

Chris
Title: Play reports
Post by: Tony Irwin on July 20, 2004, 03:29:20 PM
An actual play report - in fact maybe two short ones that are contrasting so that people don't mistake particular themes or genres as being tied into the game. Kind of a "Look what you can do! Here's what we did!" thing. I'm always amazed when I read other people's reports at the stuff they create for their Uni games.

In fact you could chose two that also demonstrate particular rules in action, whatever ones you think people picking up the game usually have most trouble with.