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Freebie version creation

Started by Jack Spencer Jr, June 23, 2002, 10:32:18 PM

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Jack Spencer Jr

From another thread,
Quote from: hiveMy question is...how do you show a partial system? Don't alot of system mechanics relate and rely upon each other? How do you preview half o' system and show the strengths and merits of it?

This is a question that will vary from game to game. First of all, if theres a way to completely focus on a particular character type or game scope, the freebie should do this. (e.g. Socerer's Apprentice Version focused on apprentice characters, so many rules, abilities or situations that would not apply to apprentices were left out)

Next, art. The less the better. A non-flashy text file will encourage people to go for the full version.

...maybe. It could also be argued that a professionally done freebie version will impress the buying public and make them more likely to pick up the commerical version.

Now, from here opinions and experience are likely to vary.

Personally, I think that whatever you do when making a partial try-out version of your game, you'd better make damn sure it's playable. If this means it needs to be 100 pages, you'd better make it 100 pages. This is how people will take your game out for a test spin. If they can't do that, or for some reason they don't get the full sense of things even with the tightly focused scope you've got for it, then you're effort is better spent elsewhere. Some may worry about giving away the baby with the bathwater, or some metaphore like that, but let's face it, if you're going to bother with a freebie version, you're going to have to let them at least hold the baby for a while, right?

Keep in mind that writing one of these things takes effort. It's sort of like an ad. If you do a half-assed job, it'll reflect badly on you. You can't get away with just clipping blocks of text from the commercial book and expect it to read well. This is a rough spot. It is a freebie, so the less you work on it, the less you have to work w/o getting paid, but if it doesn't entice people to buy the full version, what little effort you did spend will be wasted.

Like I said, this will vary from game to game.

Ron Edwards

Hey,

How many games have startup versions available, anyway? I don't mean like the old D&D / AD&D thing, I mean like the Quick-Start shorties for The Dying Earth or Sorcerer (to pick one brilliant example and one flawed example, respectively).

I think we should all consider this tactic to be a staple of RPG publishing at this point.

Best,
Ron

Jared A. Sorensen

Quote from: Ron EdwardsHey,

How many games have startup versions available, anyway? I don't mean like the old D&D / AD&D thing, I mean like the Quick-Start shorties for The Dying Earth or Sorcerer (to pick one brilliant example and one flawed example, respectively).

I think we should all consider this tactic to be a staple of RPG publishing at this point.

Best,
Ron

Well, InSpectres does. It was tough to do as the rules aren't that complex, but they kinda expand to encompass a greater realm than just "Do I hit?" http://www.memento-mori.com/inspectres/inspectres_startup.pdf

I'm trying to figure out how to quick-start octaNe (if that's even worth doing) or what material to use on the webpage...
jared a. sorensen / www.memento-mori.com

Clinton R. Nixon

Quote from: Ron EdwardsI don't mean like the old D&D / AD&D thing, I mean like the Quick-Start shorties for The Dying Earth or Sorcerer (to pick one brilliant example and one flawed example, respectively).

As a side note, how many games' start-up versions are actually better than the game itself? I've noticed a growing trend of this.

The Dying Earth start-up version was incredible. The full game looked like someone who played a lot of D&D took the start-up version and made a full game out of it.

GURPS is a monstrosity of 18 different writers all trying to simulate reality as well as they can, all in different ways. GURPS Lite, however, is a great little simulationist game focusing on reality. And it's free.

The new Unknown Armies 2 preview makes me insanely excited about it. I've heard, though, from people who bought the game, that it doesn't match the quality of the preview. (Note: this is hear-say from others, which I can't verify, and frankly, don't believe, but it was a good example.)
Clinton R. Nixon
CRN Games

Jack Spencer Jr

Actually, since I first started this thread and it's now bobbed to the top, I'm of a different mind. That mind being, what the hell is the deal with quick-start rules? I mean, do they actually serve a purpose besides having something to give away for free on your web page, at cons, or on the DVD of the movie named after your game?

I mean, if the game distilled into the basic parts is a neat little game, then what are the other 200+ pages in your rulebook for? Focus, man, focus.

Or if the quickstart rules hard even give you an inkling of what the game is about, then what is the point?

I must be on the manic part of my cycle but I can't help seeing it as a waste of time either the one way or the other...
...this week.

Jared A. Sorensen

I did it so that people had *something* to look at that was free. It's purely advertising for the for-sale PDF (which doesn't exist, for all intents and purposes, until the buyer pays for it).

If I ever do printed books, these quick-start rules will go bye bye.
jared a. sorensen / www.memento-mori.com

Bankuei

Aw naw, y'all got me started... :)

QuoteNext, art. The less the better. A non-flashy text file will encourage people to go for the full version.

...maybe. It could also be argued that a professionally done freebie version will impress the buying public and make them more likely to pick up the commerical version.

I will say that art does make a difference for me depending on the quick-start game that I'm looking at.  If the game is going to be printed, the art isn't such a big deal because I can go to the shop, pick it up, flip through and check the art myself.  If the game is .pdf, well, then I wanna see art.  I'm not paying for distribution and printing, so I want to see something for my money.  Now before everyone goes off on the price to work ratio, I don't need a lot of art, simply good art that helps me get a fix on the color of the game.

Now, my reasoning behind this is, I'm paying for mechanics and color basically.  Settings, ideas, color, that I can do on my own, and mechanics, well, I do that too.  I'm really paying for a well done package.  So I want to see the love poured into it, otherwise I might as well make a home brew and do it myself.

Bringing this back to quickstarts...They're advertising, plain and simple.  A good quickstart sells the game, a bad one wastes time and money.  Period.  

QuoteAs a side note, how many games' start-up versions are actually better than the game itself? I've noticed a growing trend of this.

My worst experience with this was Trinity, which had me hyped for a Akira/Cthulu/Silent Moebius sort of thing, and basically broke down to psychics vs. superhero freaks.  Linking it up to the first quote, I was sold on the quickstart, but pretty bitter about the final product.

Another question to add to the fray, what do you guys look for in a quickstart?

Chris

xiombarg

Quote from: BankueiAnother question to add to the fray, what do you guys look for in a quickstart?
Myself? Compatibility with the full version. One of the things I don't like about the quickstarts White Wolf has written is if you play with the Quickstart and move on to the real game, conversion ain't easy.
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Bailey

Quote from: Clinton R Nixon
As a side note, how many games' start-up versions are actually better than the game itself? I've noticed a growing trend of this.

The Dying Earth start-up version was incredible. The full game looked like someone who played a lot of D&D took the start-up version and made a full game out of it.

GURPS is a monstrosity of 18 different writers all trying to simulate reality as well as they can, all in different ways. GURPS Lite, however, is a great little simulationist game focusing on reality. And it's free.

The new Unknown Armies 2 preview makes me insanely excited about it. I've heard, though, from people who bought the game, that it doesn't match the quality of the preview. (Note: this is hear-say from others, which I can't verify, and frankly, don't believe, but it was a good example.)

I've also noticed this.  I haven't played any Dying Earth since I don't really go for Vance's fiction (or much fiction in general but that's irrelevant) but I've experienced the same thing with virtually every White Wolf quickstart.

The problem isn't that the quickstarts are better or worse but that they aren't representative of the larger work.
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hive

My rundown of what a teaser should be like...

the old instruction booklets you got with video games. Something with mechanic descriptions (rather than the full blow system), a setting synopsis, the relationship of the game to its players, short description of classes, setup with some background artwork to set the mood.

My rundown of what a quickstart should be like...

3-5 uses of mechanics system used ingame. Something between rules and examples of rules to break it down for the reader. That and a solid character generator or pre-made character to walk thru the mechanics with. A short linear adventure with a cliffhanger to test drive might be good also.

-
h

Tim C Koppang

Quote from: Jared A. SorensenI did it so that people had *something* to look at that was free. It's purely advertising for the for-sale PDF (which doesn't exist, for all intents and purposes, until the buyer pays for it).

If I ever do printed books, these quick-start rules will go bye bye.
Why?  So many gamers don't buy their books at a real store nowadays, that I would argue a freebie version is still worth the effort.

Even if you do buy your games at a book store, having something to test run with is a great way to decide if the game is for you.  It's kind of like a band releasing a single to entice listeners into purchasing the whole album.