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Looking to do a few demos...

4 posts · 645 views · started 2011-08-23 14:40 UTC
TC
The_Conscience
2011-08-23 14:40 UTC
#1

I am planning to do some demos in my local store to drum up interest and was wondering what people think about what would work best.

I was planning on doing Baron Blade with a random environment and letting players choose their Hero.

Also in a 2 player game I was thinking of reducing the HP of the villain by Half to give the players a chance at defeating them.

Any thoughts?

CH
Christopher
2011-08-23 15:55 UTC
#2

I was just reading through the FallCon (an awesome con in Canada) blog, and ran across these pages. Thought they might help!

http://www.fallcon.com/blog/FallCon_Blog/post/How_to_Teach_Games_An_Introduction(Part_1)/

http://www.fallcon.com/blog/FallCon_Blog/post/How_to_Teach_Games_General_Tips(Part_2)/

http://www.fallcon.com/blog/FallCon_Blog/post/How_to_Teach_Games_The_Framework(Part_3)/

TC
The_Conscience
2011-08-23 18:21 UTC
#3

Thanks, those links are a good resource. As a veteran demo representative they were enlightening. I am still looking for SotM specific demo ideas though.

PA
Paul
2011-08-23 19:16 UTC
#4

I think that it is most helpful in demos to keep the game moving. I tend to show people an efficient way to lay out their play space (where to put the character card, the deck, in play cards, dice/hp counters, etc) so that they can see everything that is going on the first time they play. I also quickly explain some of the key concepts of the game (what the card types are, how the turn works, etc).

I think that those two things are key to a good, smooth gameplay experience. We try to do both of those things in the rule book (with the gameplay layout diagram, and the quick rules), but I know that sometimes people tl;dr the rule book :stuck_out_tongue: