[Steampunk Crescendo] Out on a limb

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dindenver:
Hey, if we defeat the Antagonist in session 1, will there be a new one in session 2?
So, the trick is, the GM announces the identity and rumors of one antagonist before the characters are made. But the GM is able to create as many Antagonists as needed. The last one shot I ran featured a gang of six antagonists (A Lister Crowley and 5 members of his inner circle).

So, am I correct that, for that specific issue, there is a fair amount of choice?
Yes, the only limit on your ability to pursue both simultaneously, is your creativity (meaning, can you think of a course of action that fits both requirements).

That seems to fit with your play experiences, right?
Yes, it is much easier to hit the mark on taking out the Antagonist in a single session and more time is usually required to hit your Goal.

David Berg:
Latest idea; may not be concise enough, but I think the presentation of the game is more accurate:

Steampunk Crescendo
Will you redeem yourself, your enemy, or your world?

In a dystopian future of vampires, magic, and super-science, you face three challenges, three opportunities.  Will you join with your friends to oppose the Antagonist controlled by the game's Mastermind?  Will you indulge in the Drawback that defines who you've been?  Or will you push on to achieve your Goal, and in so doing, bring meaningful change to your world?

The Goal and Drawback are always at odds.  As you proceed toward the session's climactic confrontation with your Antagonist, which will you pursue, and how hard?  How much bang you get for each scene is limited only by your own creativity.

A roleplaying game for 3-6 players.  3+ hours, one or multiple sessions.

    Quick-to-learn, easy-to-use ruleset.
    Conflicts are resolved using a map-less tactical system.
    Solid and compelling setting with room for group customization.
    Characters improve and change while you play.


Two things that may not deserve to be emphasized:

"Redeem" -- That's just an example, right?  Redemption doesn't have to factor in at all, does it?  If it does, great, but if it's optional, change the tagline.

"Map-less" -- If this game is very similar to the classic map-based skirmish game (e.g. Warhammer 40k) and the main difference is "no map", then cool, your wording works.  But if that's not the case, then I'd sub in another adjective to distinguish what defines your tactical system.  What's unique about it, at least in the context of dystopian punk RPGs?

And, one thing I made up -- "defines who you've been".  Sub in whatever it is about a Drawback that actually compels players to wallow in them (fictionally, I mean).

David Berg:
I may be burning out on pitch-crafting, so let me jump ahead and say that the next things I'd advise would be:

1) envision who'd want to play this game, and write down as much about them as you can
2) look at that, and take your best guess as to where they hang out, and where they'd be receptive to hearing about this game
3) go there and tell them about it
4) assume that a lot of people will be willing to give it a glance, but not buy instantly; have something cool, free, and inspiring to show them during that glance (e.g. badass web page with book excerpts)
5) make it easy for them to buy if they decide to; have your PayPal button (or whatever) set up

I wrote that in conceptual order.  Chronologically, obviously you need to do #4 and #5 before #3.

I can help you brainstorm #1 and #2 if you want, but it'll be all guesses on my part.  I'm not particularly plugged into the marketplace or anything.

dindenver:
Dave,
  Looks pretty good.

But if that's not the case, then I'd sub in another adjective to distinguish what defines your tactical system.
So, there is no need for maps or figs. But there is a need for tactics. Every time you roll, you roll three dice: one to get your scene stakes, one to overcome your opponent and one to defend against your opponent. You decide AFTER the dice are rolled, so there are real strategy and tactics that go into how those dice are played.
  What is a better way to say that than mapless? I am sure there is one, I just haven't thought of it yet...

David Berg:
"Use strategic dice-bidding to resolve conflicts"? 

"Bidding" isn't the perfect term... it might be close enough... but maybe you can come up with a better one...

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