demoing

[Quickfire Demos] Basics & Learning

Malcolm Craig's picture

Games Expo is coming up in the near future and there will be some new faces on the booth. For many of you, this will be the first chance to have a go at quickfire, 15-20 minute demos for your games. This is quite a different experience from running a full game and there are a number of things to consider. However, this kind of demo can be immensely fun and rewarding; people can get really enthused about your game really quickly. And, every one turns out different.

To start of with, here's some key threads you might want to have a look at:

[Hot War] Demo script for comment

Malcolm Craig's picture

The demo script for Hot War is just about finalised and I'll be testing it out on a willing group of participants tomorrow evening. Prior to that, I'd love to gather some comments on the script, particularly on the characters.

Any and all comments and thoughts are appreciated.

Contents:

This demo pack for Hot War contains:

Demo script (this bit right here)

4 streamlined characters

Synopsis

1: Introduce yourself and the game

2: Frame the scene

3: Encourage conflict

4: Create dice pools and roll off

5: Someone narrates and assigns consequences

[Revenge of the B-Movie] 15 minute demo

Iain McAllister's picture

So I am getting all excited about releasing B-Movie at Games expo and have started thinking about how to demo it to people, especially as I will hopefully be demoing to families.

Now the full game can take only 30 mins or so, and so I have two options.

1) Let the play a hand, with cards prechosen by me and then do a selling phase. Demo done. This may only take about 5-10 mins.

2) Tweak the rules to make it a 15 minute game. I would probably just lower the win condition. However, this runs the risk of someone winning in one hand and that looking bad to the punter.