Pitching New Game Systems

Ars Ludi has an interesting article all about how to pitch new games to a group. It details the difference in pitching the setting vs the system itself, and the difficulties presented by how vastly different games can be from each other these days. I’m more of the first camp (mentioned in the article): advertising what’s cool about the setting to the group, and then I might, if I feel it’s necessary, advertise what’s cool and unique about the system. Sometimes, however, it’s best to just let the mechanics speak for themselves in play rather than try to explain them to the players beforehand.

But nowadays, if we’re talking about new-fangled indie / story / fringe games, all those tidy assumptions that go along with the traditional model go out the window. Maybe there’s a GM, maybe there isn’t. Maybe you have your own character, maybe you don’t. Maybe you have the ability to freely make up facts about the universe, maybe you don’t. Maybe you roll dice, maybe you flip coins, maybe there are no randomizers at all…

Read the rest at ars ludi

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Curt

Has been the Dungeon Master for the group since the early nineties. It all started when a school friend’s mother ran U1: The Sinister Secret of Saltmarsh for him and some friends. Enthralled by this new thing he'd discovered, he quickly assembled a group of his own and began running games. From that point forward, he was hooked and hasn’t looked back since. He’s run games that run the gamut from old school to indie, and is always looking to try new systems or tinker with existing ones.

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