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Um, what is Passages? What's the premise? I know exactly nothing about this game, and I've been to at least one con where I got to flip through the book.
That'd be my answer to your question, too --- it's really hard to extract a sound-bitey premise from the game book, firstly, and secondly, no one's talked it up to me.
Posted By: stevebarkerukThe character sheet design is very amateurish (particularly the 6x9 version, although the actual book is much better, judging from the demo pdf), the first thing I usually look at is the character sheet as that's what I'm going to be looking at during play and it looks awful.
So although I hadn't heard of it, if IhadI probably wouldn't have looked any further because the first two things I look at (game blurb and character sheet) are both so off-putting.
Posted By: Paul Czege"You can do anything!" is rather a red flag for me. My experience with such claims tells me to expect the whole damn thing to collapse into genre incoherence. It suggests a setting collage and players expressing diverse characters without telling me how the game works to achieve thematic coherence.
Posted By: RemiFor my part it seems like the innovations of the game are oriented in a direction I'm not interested in (One d20! Combat and grappling as skills! Point-based character creation!) with little about how the system will bring the excitement of Victorian-era fantasy to the table.
Posted By: Ben JohnsonI played a demo at GenCon, and it really just felt like a standard D20 game. The demo was just running through combat. Now sure, it was vs. Professor Moriarty and his thugs, and there was a neat thing in there where you showed how the thugs were generated quickly, and you did simplify the die rolling mechanics with your Spread mechanic, but it didn't feel particularly literary.
For what it's worth, many women I've talked to about game design (gamers and non-gamers) have remarked that they would love to play something that felt likePride & Prejudice, so I'm going to say that there is a market out there for Playing in Literary Victoriana, but this game, based on the demo I had, didn't feel Literary, and didn't feel particularly Victorian.Well, one demo can't satisfy everybody's literary sweet spot. Perhaps I'll shoot for a few different demos and choose based on the stated interests of the demoee? Or is that demo suicide?
Posted By: Justin D. Jacobson$32 for 300 pages is (I think) reasonable. By contrast, ZoZ is $30 for 200 pages.
Posted By: Brennan TaylorInterestingly, $30 seems to be the limit at the moment for what people are willing to drop on a non-hardbound indie RPG, and Passages is my exhibit A. I think the extra $2.95 is putting people off (among other things, like the d20 system).
I do agree with Ben that the demo would be better if it showed some of the story games elements of Passages, rather than a climactic shootout.
Posted By: RemiJustin, you now have three people saying the same thing (Jesse, Paul, and I). You sort of handwaved our concerns before, but this is very serious territory for a lot of story-gamers. How does your game system address its Vicotrian adventure theme? Does it? Is the answer, "Well, the GM incorporates setting elements to create the adventure and then you use the resolution system?" Do you see how this might be unsatisfying for people who want Dogs or Primetime Adventures or Contenders?
Again, I have a strong feeling this game is Not For Me, but I want to make sure I'm understanding you completely.
Posted By: Ron EdwardsHi Justin,
I'll turn the topic around a little bit and tell you why I liked Passages and plan to play it one day.
[snip]
Therefore, "I sold only 4 books at GenCon" is not actually a fair assessment of how things went for you.Whenyou did the Forge booth thing, it worked.
Best, Ron
Posted By: Piers(I don't want to see tables listing the hardness and hit points of doors)
Posted By: Brand_RobinsSeriously, I get to the web page (which was a big thing, as I hadn't otherwise heard about the game) and get an extended poo/laxative metaphor. If I had been casually passing through, rather than reading to find out about an indie game, I would have been out of there in less than 3 seconds.
I mean, what everyone else says about things like buzz and marketing and demos are all good, but so far as the web site goes, it smelled like poo to me.
Posted By: Joshua BishopRoby
b) d20. The d20 logo implies to me that what your game does is track hit points and handwave everything else into GM fiat. Which is totally unfair, but nonetheless the exact impression I get whenever I pick up the book.
If the book did a better job of telling me what it offers, I wouldn't be relying on mere associations I have with a label. But as it is, the label is all that I've got.
Out of curiosity, Justin, how many copies do you still have around? There are solutions that you can use to clear out current stock, and then there are other solutions that you can use to make the next printing/edition more appealing. Where are you on that spectrum?
Posted By: Jesse
Note: Sadly, Fae Noir (which I know isn't your game) suffers from the same problem despite my love, love, LOVE for the concept. Fae Noir is my greatest disappointment this year.
Posted By: Justin D. JacobsonOut of curiosity, Justin, how many copies do you still have around? There are solutions that you can use to clear out current stock, and then there are other solutions that you can use to make the next printing/edition more appealing. Where are you on that spectrum?
I just did a reorder, so I have maybe 60 copies split between IPR and Key20. I expect I'd be able to sell out of those by the time I'd be able to re-jigger the game anyway. I'd love to hear your thoughts.
Posted By: renatoramFWIW, I've heard about this game on a couple of podcasts (HGWT, voice of the revolution, and maybe the games master show), and I've not done much research, to be honest. But the "first impressions" were just the same of Ron, Brand, Albert and others: traveling inside the books/stories? Interesting!
d20 derivative? Probably not that interesting, sorry.
Passages presents a new role-playing system that features:
A single d20 for resolution of all conflicts.
Only two kinds of checks: attribute checks and skill checks.
Combat and grappling as skills.
Classless, point-based character creation.
Degrees of success and failure based on "spread."
Posted By: jdrakehan incredibly cool concept with a deep undercurrent of philospohical badassitude
Posted By: LxndrNo, OGL is just a license under which lots of things can be published, by this point under multiple systems of mechanics, not just the d20 mechanics. And the d20 mechanics are more than just being able to use the trademark - just because the license for the use of the d20 trademark is so restrictive, this does not mean that those are the only games that are mechanically a part of the d20 family.
Posted By: Rich StokesHowever, there is a tacit understanding that a book marketed/described as "OGL" is actually a d20 book without the trade mark.
"But Passages is so much more than just a new rpg system, it's a fully realized literary campaign setting of the Victorian era. Take the helm of the Nautilus! Cross swords with the Scarlet Pimpernel! Match wits with the devious Professor Moriarty! Anything is possible in the world of Passages."
Posted By: Graham WPeople have alluded to this, but just to be a bit more explicit: dude, you have to do something about the website.
(Again, apologies to be blunt, but it'll be easier, I think).
The first paragraph doesn't sell the game at all. I see what you're trying to do (use a comic, wordy style), but it's really hard to read.
Then there's a load of made-up quotes. They're notthatfunny and they make it look as though no-one'sactuallysaid good stuff about Passages, so you had to make stuff up.
So I scroll down through all of this (it's really long), and finally I find the one paragraph to explain what it's about..."But Passages is so much more than just a new rpg system, it's a fully realized literary campaign setting of the Victorian era. Take the helm of the Nautilus! Cross swords with the Scarlet Pimpernel! Match wits with the devious Professor Moriarty! Anything is possible in the world of Passages."
...but, even then, it doesn't quite tell me. If you'd said "In Passages, you travel between great Victorian adventure stories" or similar, I'd have been interested.
And all those superb reviews are buried down the bottom! I didn't even get to them the first time I read through: I've just found them now!
Personally, I think you should start with a paragraph telling me what the game's about, then go straight to the glowing reviews.
Graham