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Re: [HOE] Demo game
for quickness sake- avoid anything that involves fighting a squad of
blackhats or roadgangers. Putting anyone through a couple hours of combat is
usually a great way to get people to not by a game- because it usually
highlights all the flaws (real and/or perceived) in a system. My belief is
that the best demo adventures introduce the posse to a broad picture of the
setting and unique archetypes, the general rules of non-combat tests, and a
very simplistic combat setting. I'd also recommend an adventure where the
Posse can afford to get lost and screw around- since it is usually improper
to herd the posse through 3-4 chapters of a story just to get to the end.
I'd recommend that you simply place them in a small survivor settlement
that is expecting the convoy to show up in the next few days and deliver
badly needed supplies. A murder occurs in town and the posse has to figure
out who did it. You can lay out a few suspects and let the posse eat up all
of the time interacting with the wasters until you feel the posse is getting
antsy to get going- and then you can pretty much drop a bloody glove in front
of them so they can run off and wack the werewolf/cultist/grey
hat/harrowed/Shane Hensley that offed the victim. As far as dime novel
adventures- I think virtually all of them tend to be too complicated for
demos. While I know this seems untrue- by the time you get done explaining
characters to folks and showing off the general rules more time has gone by
than you thought would and the players still only know 1/2 of what they need
to know.