Topic: Demo-friendly Indie games
Started by: Minx
Started on: 1/30/2008
Board: Conventions
On 1/30/2008 at 8:29pm, Minx wrote:
Demo-friendly Indie games
(Wow, first post on the Forge in a long time. Actually kinda nervous...)
Over at Story-Games, I talked a bit about my plan to visit the upcoming local convention here in Vienna with a couple of Indie games under my arms, talk about them and maybe run a few demos, both to get the word out and maybe get some of the local FLGS to stock a couple of them. I also asked about people's experiences with demoing Indie games and which are, in their opinion, especially easy to introduce, explain and highlight in a short time. (Because I don't really plan to run full one-shots there unless there is much interest or none at all.*)
David Artman mentioned that I should ask here, as people developed a number of demo kits for the GenCon Forge booth and, well, here I am. I'd be very interested in hearing about peoples experiences with demoing various Indie games and any other advice you might have.
Aaron
*In which case I'd just grab a couple of my friends and play with them
On 1/30/2008 at 9:33pm, Valamir wrote:
Re: Demo-friendly Indie games
What's your planned format for the demos...that will make a big difference in the answers.
Are they grab people passing by and rope them in?
Are they sign up in advance and show up to a particular spot?
Are they scheduled at a certain time in a certain place for whoever shows up?
Are they actually official games in the convention guide?
Are they full sessions? less than an hour long? 15 minute quickies?
For example: Universalis is a supreme demo game...if your demo slot is 45 minutes plus. Its total crap to demo in 15 minutes.
On 1/31/2008 at 1:06am, Minx wrote:
RE: Re: Demo-friendly Indie games
Valamir wrote:At this convention, there are no fixed game slots or scheduled times where games are run. (With a few exceptions, like the Munchkin turnament.) It's basically a semi-big and two smaller halls with various groups (FLGS', LARP clubs, game companies, ...) tables/booths by the walls and a whole number of tables in the center where people play and run games. Some are affiliated with companies or game lines (IIRC there are a couple of MIBs at the conventions and last year there were german game designers who demoed their game-in-development.), but most of it is just people playing stuff that they bought there.
What's your planned format for the demos...that will make a big difference in the answers.
Are they grab people passing by and rope them in?
Are they sign up in advance and show up to a particular spot?
Are they scheduled at a certain time in a certain place for whoever shows up?
Are they actually official games in the convention guide?
Are they full sessions? less than an hour long? 15 minute quickies?
So my "plan" was pretty casual any low-key: Grab a couple of books (and maybe some flyers and a sign), get a place at one of the table and see who bites. If that doesn't work, I'll grab whoever doesn't run away fast enough and ask him if he's interested. (But I actually figure that seeing a couple of interesting books people don't know and maybe me and a few friends playing/talking/having fun would be enough to get at least a few people interested.)
I don't plan to run a full game there, mainly because I'm not sure if this would actually be fun for me. (And because I'm not sure if this could work. I don't, normally, play with strangers.) But I figured I'd be prepared for short (15 minutes to an hour) demos and maybe have a few fall-back plans in mind if people really want to play more. (So if I take Dogs, I'll have a town or two with me, just to be sure.) But my preferred demo format would be something less then one hour. If it's an hour it's ok, but I not longer then that.
My main thoughts/plans go something like this:
- I have never done this before.
- But I want to do this, if only to see if it would work.
- If I actually got Harry (Owner of my favorite FLGS and the guy who runs the con) or any of the other FLGS to stock Indie games that would be beyond cool, but if I "only" meet some nice people and have a relaxed talk about games I like, I'd consider it a success.
- But I'm mostly doing this because I think it would be fun. Anything else is icing on the cake. (And should it stop being fun, I'd stash my books somewhere and go play Munchkin instead.)
Does that clear things up a little?
On 1/31/2008 at 1:58am, Valamir wrote:
RE: Re: Demo-friendly Indie games
Cool, that's exactly useful.
So it sounds like you've got something fairly informal but somewhere between Forge Booth demos and the Games on Demand table. There were lots of demo kits worked up for the Forge Booth so some folks might have something to point you at.
Tips I offer
Know the games you bring...know them REALLY well. Despite the efforts to cross learn each others games at GenCon, the most effective demos were always those run by people who really understood the game. So I'd limit yourself to just the game you're already into.
Then I'd focus on just one or two hooks for each. And here I'd say its less important what the designer thinks is the hook...but what you do. What got you really jazzed about this game that makes it a game you know know really well. Maybe its the way the Grid works in Grey Ranks, or the way Fan Mail works in PTA or the way card play and high card narration works in Dust Devils...whatever. Focus your demo time on highlighting just those things. Don't try to showcase the whole game, and don't spend a whole lot of time explaining stuff. Just jump right in in media res into what ever the Really Cool Feature of the game is.
I'd create your 30 second elevator speech and 5 second pitch phrase for each game. And I'd actually do this...write it down and learn them like memorizing flash cards or something...so you can just rattle them off. No matter how much you know a game from actually playing it if someone asks you "tell me about this game"...if you're anything like me you'll be like "umm....well...there's so many great things..." and then you'll wander aimlessly from point to point until they get bored and leave. So know exactly what you'll say when someone says "tell me about X" in advance. In this case (like so much else in life) a pint of sweat saves a gallon of blood. And I'd focus the patter on the Really Cool Feature you decided on above, so if they express interest you can just dive right into a demo about that.
Also whatever you have for demos, prep all the material (character sheets, notes, maps, scenario notes, etc) in advance and then organize the hell out of it. The most effective demo kits at GenCon had each demo in a seperate plastic container (tupperware or whatever) labeled with the demo. Inside had EVERYTHING for that demo, including the appropriate types and number of dice, scratch paper and pencil, and multiple copies of character sheets for when someone invariably walks away with your sheets. Then after a demo, make sure you put everything back neatly ready for the next demo.
That way, someone comes by and says "what's this about?" Bam you drop the 5 second pitch on 'em...if you read them as interested...bam, hit 'em with the 30 second version...then if you can hook 'em into a demo...bam, you're immediately ready to grab the kit, open the box and roll.
The biggest key here is to make it as un-frustrating to do in real time. So don't forget the little details...like have a supply of cough drops, beverages, a convenient way to carry everything, kleenex, mints, etc.
So given that...which does require a good bit of prep...I'd limit what you take to 2-3 games...5-6 at the most if you're feeling really ambitious. I don't know how many people at the Forge Booth were prepared to REALLY demo fully 5-6 games...but it wasn't many...cuz its hard, and depends alot on how well you know the games to begin with.
So as to specifics, if Universalis winds up being one of the games you demo...my demo kit is pretty much the first chapter of the book. That's the chapter I wrote on how to teach the game based directly on my experience in how I demo the game.
On 1/31/2008 at 2:36pm, abzu wrote:
RE: Re: Demo-friendly Indie games
Ralph speaks with the wisdom of hard-won experience.
On 1/31/2008 at 3:09pm, oliof wrote:
RE: Re: Demo-friendly Indie games
Hi Aaron,
please refer to this blog entry (in german) for some ideas I shared with the people who plan to run an indie booth at the rpc germany. In fact, it doesn't say anything better than what Ralph wrote, but it also takes some organizational things into consideration.
Regards,
Harald