I've been camping out at my local game shop and running Capes demos for anybody who'll stand still, as well as playing some short games with people. The interest level is high, but it's just not a good atmosphere for an ongoing game. Most of the people are really geared toward card games and board games rather than rpgs and they prefer pick-up games. With that in mind, I started thinking about whether Capes would work for that type of situation. Tony's Dreamation tournament thread (http://www.indie-rpgs.com/forum/index.php?topic=18575.0) sort of helped to get me thinking about ways to play that are even further from the traditional campaign.
I'm imagining a simple setup: At then end of your game, you note down on your Inspiration sheet how many Story Tokens you have and put it along with your characters into the store's Capes folder. At the beginning of the next game you play, you pull out your sheet and get going. The only difference from your typical game is that anybody who plays at the store uses the same folder. I'm thinking that in addition to Spotlight characters you may want another class of characters as well, characters that can be played by anybody but only while the creator is present. I'm not sure about that, though.
I'd really like to hear what you guys think about this.
Matthew
Something else that just occurred to me is that you could reward Actual Play writeups on the FLGS forum with a couple of Story Tokens. That should help to reconcile the narratives from the different games somewhat, if people take the time to read them and incorporate them.
I'm being dense, Matthew...I can't really see how this differs from our own Capes set up not at a store. It seems just like normal practice for any Capes game (write down the story tokens on the inspiration sheet, save it for later). I'm not really sure what you mean by:
Quote from: Matthew Glover on March 21, 2006, 03:39:56 PM
The only difference from your typical game is that anybody who plays at the store uses the same folder.
Could you expand a bit upon it? Do you mean that players somehow share story tokens and inspirations, or are these things till specific to a player? The toughest thing is building up enough players who know the rules well enough and are interested enough that game play takes place when you are not there...at that point it becomes self-organizing.
I think what you may be getting at is that there is a Capes "box" (or briefcase, or accordion file), that sits behind the counter, and whenever people want to play Capes they grab the box, crack it open, pull their own files out of it, decide who starts the scene, and go! I would not have high hopes for story continuity out of this, but something like a Wiki (see my own RPGNet Wiki at http://wiki.rpg.net/index.php/Capes_in_Missassauga or the one for the Krakatoa Capes game at http://random.average-bear.com/Capes/KrakatoaCapes) might help a bit at keeping things coherent.
Story continuity is less important, though, if you think your FLGS Capes game as the equivalent of the DC Universe, or similar. There will be recurring charactters, and different subgroups of the gamers will have their own favourite bits (some may like magic ala Dr. Fate, others street crime-fighting ala Batman), but the different scenes are like issues of different comic series. The primary enjoyment will come from the events within the scene or scenes played in one session. Over time maybe larger linkages will develop, primarily because the actual players playing at any one time will vary, and carry with them what has happened before.
I would be careful about handing out story tokens for this, though, becuase then you have to have someone in charge of deciding how much of a write up is enough.
Wow! That would be cool.
I may well try that at our booth at I-Con this weekend. I think that instead of keeping a folder I'll print up some cards that people can keep with them, and then I'll try to keep a constant simmer of Capes running, and anyone with a card can join in at any time (bringing their resources from past games) while anyone who doesn't have a card can join in to get one.
There's clearly a critical-mass to be reached before that really takes off, but I-Con will give me a trial run, and then I can really unveil it in its full once-tested glory at DexCon.
Thanks, Matthew! This is a terrific idea!
Quote from: TonyLB on March 21, 2006, 05:00:58 PM
I may well try that at our booth at I-Con this weekend. I think that instead of keeping a folder I'll print up some cards that people can keep with them, and then I'll try to keep a constant simmer of Capes running, and anyone with a card can join in at any time (bringing their resources from past games) while anyone who doesn't have a card can join in to get one.
Dare I say it...yes I dare. This sounds a lot like the RPGA. I do not mean this as a criticism. Just an observation. It seems to me there is the germ there of a worldwide Capes network...
I don't think you're being dense at all, Hans. When you say "FLGS Capes game as the equivalent of the DC Universe" you hit exactly what I was was envisioning. I'm sure the stories told will be chaotic and contradictory, but how does that differ from the various continuities that Marvel and DC give us? Everything you said is right on the money.
As for handing out Story Tokens, I was thinking that there would be some sort of bare minimum for a writeup (like: These people played, these characters were used, these goals were in play) and you get, say two Story Tokens. Any further writeup would just be for fun.
As I was writing up the idea, I also considered the similarity to the Living games that the RPGA does, but I think I like the comparison to a comics company with a stable of writers better. :D
Tony, I'm really looking forward to hearing about how this goes.
Quote from: Hans on March 21, 2006, 05:54:14 PM
Quote from: TonyLB on March 21, 2006, 05:00:58 PM
I may well try that at our booth at I-Con this weekend. I think that instead of keeping a folder I'll print up some cards that people can keep with them, and then I'll try to keep a constant simmer of Capes running, and anyone with a card can join in at any time (bringing their resources from past games) while anyone who doesn't have a card can join in to get one.
Dare I say it...yes I dare. This sounds a lot like the RPGA. I do not mean this as a criticism. Just an observation. It seems to me there is the germ there of a worldwide Capes network...
Well, if you want to go the RPGA route, you'd need to have it on the Muse of Fire website, so that Hans can show up in Chantilly and start playing with his resources from Hamilton.
Quote from: dunlaing on March 21, 2006, 07:42:58 PM
Well, if you want to go the RPGA route, you'd need to have it on the Muse of Fire website, so that Hans can show up in Chantilly and start playing with his resources from Hamilton.
I might purposely drive to Chantilly, wherever the sam hill that is (Virginia? It sounds like a place in the South somewhere), JUST to use my resources from Hamilton! I love this! I want to be International Capes Association Member #0001!
By the way, where is your FLGS Matthew, just in case I ever happen to be in the area?
Jackson, Mississippi, just 18 hours from Hamilton. If you leave now, you could easily be here in time to play on Saturday!
Yes, Chantilly is in Virginia, Hans. Let me know if you ever drive down. I'll drive out there to meet you (I live in Washington, DC, a mere stone's throw from Tony's house)
It appears the former Confederacy has a lock on Capes. I will remember both locations.
Quote from: Hans on March 21, 2006, 09:46:21 PM
It appears the former Confederacy has a lock on Capes. I will remember both locations.
Just to add fuel to the fire, I'm in Atlanta and will definitely be running
Capes at Dragon*Con this year, so ...
What do you mean "
former Confederacy?" We're still the Confederacy, we're just letting those Unionist batistas think they're running things. For now.
Have I mentioned before my theory that Capes is a game that plays well for people who have practice getting really passionate about lost causes?
Quote from: TonyLB on March 22, 2006, 01:09:57 AM
Have I mentioned before my theory that Capes is a game that plays well for people who have practice getting really passionate about lost causes?
Careful there, that can get you lynched up that way near the Mason-Dixon. Be thankful its not Texas, where they'd just shoot you outright.
"Goal: Zamiel goads Tony into revealing news about
Capes 2.0 ..."
Quote from: Zamiel on March 22, 2006, 12:49:16 AM
Just to add fuel to the fire, I'm in Atlanta and will definitely be running Capes at Dragon*Con this year, so ...
That cements it. My wife is from Atlanta and we were already considering whether to go to Dragon*Con. Soooo... I'll see you there. :)
Quote from: Matthew Glover on March 22, 2006, 03:40:44 AM
That cements it. My wife is from Atlanta and we were already considering whether to go to Dragon*Con. Soooo... I'll see you there. :)
You'll just have to look for the little weird guy with the tall, hot redhead and the obsessive collection of obscure RPGs and boardgames, half bought from the dealer's room that very hour.
What, me an obsessive collector? No, never.
Quote from: Zamiel on March 22, 2006, 01:43:31 AM
"Goal: Zamiel goads Tony into revealing news about Capes 2.0 ..."
Is "There's not gonna be one" news? I'm on other projects now. I can make a thread to chatter about why I think
Misery Bubblegum is gonna rocks yer socks, if anyone would be interested.
Quote from: TonyLB on March 22, 2006, 01:33:05 PM
Quote from: Zamiel on March 22, 2006, 01:43:31 AM
"Goal: Zamiel goads Tony into revealing news about Capes 2.0 ..."
Is "There's not gonna be one" news? I'm on other projects now. I can make a thread to chatter about why I think Misery Bubblegum is gonna rocks yer socks, if anyone would be interested.
Dude, you only get to decide
what the news is if you win the conflict! Duh!
I roll up the "Zamiel narrates" side with my Internet Pestering trait...I got a 6! WooHoo!
Dude, you always get sixes.
Quote from: TonyLB on March 22, 2006, 05:25:45 PM
Dude, you always get sixes.
Worse, I'm planning to use my Debt to split and drop Inspirations, so you're in trouble now.
(And note I explicitly didn't say
you were writing it ... Insert maniacal laughter here. This would be a fine time to narrate away the responsibility.
If only it were that easy.)
Quote from: TonyLB on March 22, 2006, 01:33:05 PM
Is "There's not gonna be one" news? I'm on other projects now. I can make a thread to chatter about why I think Misery Bubblegum is gonna rocks yer socks, if anyone would be interested.
I read one of the playtest AP threads on it and well... Kick off that thread! I'd like to see why
Misery Bubblegum has captured your interest.
Garg
Quote from: TonyLB on March 22, 2006, 05:25:45 PM
Dude, you always get sixes.
I know...what's that all about? I seem to get them, like, 17% of the time!
My first day of trying to encourage Capes Universe play didn't go so well. For some reason, the people at my store who are most enthusiastic about Capes are kids between the ages of nine and fourteen. They're good kids, but playing Capes with them is kind of nerve-wracking.
I ran four demos and except for one guy (age 13 or 14) who just kept saying "Uh, I don't get it" no matter how the rest of us tried to explain it, everyone I showed it to really liked the game. Nobody bought a copy, but that may just be my poor salesmanship. I can get people to go "Yeah, that's fun, I'd play that for sure." I just can't get them all the way over to "Yes, I need to get this so I can play it with my group."
My next attempt is going to be talking to some people about getting together at the store to play a serious game. I think I made a mistake in hoping to just draw people into a game. Most of the people who were there today were willing to do a fifteen minute demo but sitting down to play for a couple of hours wasn't an option. And I was reluctant to just start asking around for players because I would've immediately had eight kids volunteering to play before any adults stepped up.
Quote from: Matthew Glover on March 26, 2006, 04:46:59 AM
I just can't get them all the way over to "Yes, I need to get this so I can play it with my group."
May I point out that they
don't need to buy it an play it with their group? They can go play it with you at the game store.
Plus ... give it time. Most people buy the game only after multiple exposures (word of mouth, followed by a demo, followed by dithering at the booth, followed by buying on-line seems the most common pattern). Only at the crazed frenzy of shopping that is GenCon have I seen substantial numbers of people deviate from this pattern.
Quote from: TonyLB on March 27, 2006, 06:48:50 PM
May I point out that they don't need to buy it an play it with their group? They can go play it with you at the game store.
That's a good point. I'm about ready to slow down on running demos and ramp up with more two-to-four hour sessions at the store to get people more deeply engaged.
I wrote up a new demo for last Saturday and it turned out to be somewhat...terrible. After running it three times, I went back to my original one for the last demo of the afternoon and that one worked a lot better. I know exactly what I did wrong, though, so today I've been revising and rewriting and I think Demo Three is going to be a barnburner. If plays as well as I hope, I'm going to print up two or three extra copies. There are several people at the store who I think could run a demo if somebody's interested and I'm in the middle of a game.