Carl Klutzke ([info]sirvalence) wrote,
@ 2007-01-30 10:34:00
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I'm No Salesman
I need marketing blurbs for StoryCards. First I need a pitch that allows me to quickly get people's interest when they ask "So, what is StoryCards?" Second, I need a description I can use for StoryCards events in convention booklets (this year at The Black Road and GenCon, for example). Third I need something to put on the back cover to convince people they should look inside. Here are some of my stabs at such marketing blurbs. I'd greatly appreciate any feedback or suggestions on them.

1. You're smart, creative, and busy. You don't need multivolume guides to someone else's universe. You need creative inspiration and streamlined rules so you can squeeze in some real roleplaying between the baby's bedtime and yours. That's what StoryCards is for. But be warned: your laughter might wake the baby.

2. StoryCards inspires you to quickly and easily roleplay whatever sort of adventure you want. You've heard of improvisational comedy? This is improvisational roleplaying: the rules are quick and dirty and the points don't much matter.

3. It's not just roleplaying, it's improvisational interactive storytelling! We'll invent a setting together, then you will use a special deck of cards to create an interesting character--complete with history and personality--while the GM crafts the adventure. Finally we put them together for a unique and memorable experience. If you're tired of "Roll the d20; hit the orc" then you've come to the right place. StoryCards provides the inspiration, you provide the imagination.

4. You're smiling and laughing and having a great time roleplaying with your friends. The rules are quick and simple and no one has to stop to look them up. What game are you playing? One you invented together, using StoryCards.

5. With StoryCards, you play important characters in an exciting story. How do you know it's exciting? Because you invented it together. Instead of looking up rules and squinting at charts, you're performing card readings that inspire complex and interesting characters and adventures. Who needs dice? You're roleplaying, not roll-playing.

6. Who needs dice? Will dice help you:
* Quickly invent characters with history and personality?
* Generate exciting adventures in realms you didn't know you could imagine?
* Roleplay for hours without opening a rulebook?
No, for that, you need StoryCards.



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[info]mcurry
2007-01-30 05:01 pm UTC (link)
Of the six you have there, I prefer number 4. It's positive and upbeat, and makes the game sound easy and fun. In fact the only thing I might change about it is taking out the word "roleplaying" and replacing it with something like "telling stories," mainly because I assume you're aiming this game at least in part at people who don't already play RPGs. The word "roleplaying" has negative connotations to some people (mainly having to do with D&D and the stereotype of people who play it), so if you're aiming for a broader audience, I'd say skip using it. This is marketing after all.

Otherwise, as a general rule I'd suggest trying to stick to being positive about your game rather than disparaging about other sorts of games. In other words, don't say bad things about dice and massive tomes, say good things about diceless and small form factors. If that makes sense.

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[info]sirvalence
2007-01-30 07:55 pm UTC (link)
You're right: positive is better than negative. Thanks!

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[info]arrefmak
2007-01-30 11:50 pm UTC (link)

You're smiling and laughing and having a great time gaming with your friends. A special card deck inspires you to create characters with interesting history and personality. A referee imagines the setting and challenges you may find.

The rules are quick and simple and no one has to stop to look them up.
What game are you playing?
One you invented together, using StoryCards.

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[info]arenson9
2007-01-31 04:35 am UTC (link)
For the backpage or a flyer to grab attention: ALL THE SEX YOU CAN IMAGINE!

Motto: Roleplaying without a net

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