[Steampunk Crescendo] Out on a limb

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dindenver:
So,
  I just purchased an ISBN for Steampunk Crescendo.
  Within a week it will be available for purchase.
  The questions I have is, how do I market this game?
  I have a little bit of grass roots movement from games run at local conventions.
  But, I don't know how to expand it beyond that.
  I don't have any practical knowledge of marketing, so any tips or tricks would help.

David Berg:
What problem does your game solve?

For who?

(If the wording of the first question is a stumper, try "what can your game give people that they can't get elsewhere?".)

Those answers will inform how you strategize to reach and communicate with your audience.

dindenver:
So, here is my elevator pitch.
  I wanted a game where playing a vampire did not have to have so many XP before you could have certain powers. So, I wrote one. I set it in a steampunk era with a heavy emphasis on the 'punk. Finally, I added magic and superscience to give non-vampires a chance. The characters are mechanically able to change the world and progress towards that change is player driven.

  There are a ton of other cool features, mechanics and aspects to the game I want to talk about, but I don't know which ones matter to anyone but me...

dindenver:
Dave, I realized I didn't answer your questions, sorry.
What problem does your game solve?
 - Player driven Character goals.
 - Character advancement without the need to level up or accrue XPs..
 - Using tactics without the need for a map.
 - Effective collaborative play that also supports separating from the group.

For who?
 - The GM has many tools to easily adapt to ever-changing play.
 - The GM and Players have a system that bypasses needless conflicts.
 - The players have the ability to set a goal, achieve the goal at their own pace and change the setting in a manner that matters to them.

What can your game give people that they can't get elsewhere?
 - Vampires, magic, superscience and dystopia all in the same game (and possibly all in the same PC).

  So, I discovered a while ago that I generally buy games based on their setting and I reject games based on their mechanics. But, I feel like that is unusual to me. Whenever I try and discuss cool setting elements with other players, they don't seem interested. and when ever I warn people against certain mechanics, I get not interest either. So, I am not sure what an effective approach could/should be.

David Berg:
That looks like some good info to work with.  I have some ideas but let me refine a little first.

Are you familiar with Rifts and/or Shadowrun?  How is your combo of vampires-magic-superscience-dystopia different than in those games?

Quote from: dindenver on January 11, 2012, 03:00:20 PM

- Character advancement without the need to level up or accrue XPs..
 - Using tactics without the need for a map.
 - The GM and Players have a system that bypasses needless conflicts.
I'd try to frame these as positives rather than negatives.  Please tell me if this is accurate:
- Characters advance in immediate response to the events of play
- Combat includes complex tactics but models positioning in a quick and easy way
- Player vs GM conflicts are resolved to mutual satisfaction using a simple system

Questions:

Quote from: dindenver on January 11, 2012, 03:00:20 PM

- Effective collaborative play that also supports separating from the group.

Does this mean "the game's meant to be a team game, but if someone wanders off, I have some notes on spotlight time" or is it TRULY dual-mode?  If the former, okay, fine, probably not a major selling point... but if the latter, that's pretty damn sweet.

Quote from: dindenver on January 11, 2012, 03:00:20 PM

- change the setting in a manner that matters to them

Awesome!  Which hat am I wearing?  The Authorial Inventor of Setting Facts hat, or the Character Whose Actions Have Great Consequences hat?

Quote from: dindenver on January 11, 2012, 03:00:20 PM

- The GM has many tools to easily adapt to ever-changing play.

Adapt and survive or adapt and thrive?  What are the GM powers and responsibilities that your tools specifically assist?  I'm guessing situation-creation, but that's just a guess.

What I'm trying to do here is to bridge the gap between making a claim and supporting it.  No audience can never get proof from a pitch, but if you get an idea of how someone went about what they claim to have achieved, then you can start to envision it and compare it to other games you've played.

Also, quick logistics question: I take it there's 1 GM, but how many players, what age range, how many sessions of what length?

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