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  1.  # 1
    Passages has done middling sales (e.g., 4 copies at Gen Con) and essentially never gets mentioned or discussed by, well, anyone. I'd like to know why it's not showing up on your radar. I'm not looking for pity or trolling for sales. I'm genuinely interested in concrete reasons. I'd like to learn from the experience, but it's obviously hard to do when you're not getting any feedback. I've discussed this with Brennan before, and we've identified some potential issues, e.g., price, the imprimatur of d20, etc. What are your reasons?
    • CommentAuthorTrevis
    • CommentTimeAug 21st 2007
     # 2
    I don't recall having heard much about it. A little bit, sure. I know the basic premise. Are there any big AP's anywhere?

    --Trevis
  2.  # 3
    Well, first reason would have to be, for me, because I've never heard of it before (I didn't stop to check out the booth contents this year at all). Besides the web-site, how have you generated buzz?

    And looking at the web-site... two things:
    1. It took me a sec to get the humor of the page, and I almost didn't find the actual details on what the game is about below.
    2. As for what the site says the game is about... sounds like... Victorian D20... which it's probably not. Basically the data there does little to distinguish the game in any way that would grab me - or much of anyone, I'd think. I already have Falkenstein, in two editions...

    Might be an incredible game. How would I know? Did you do public playtesting? Have you posted any actual play of your own? Did you do any of the design in the open where people would discuss the game? You may have done all of these, I've not been over at the Forge recently. But somehow, if you have, it's not translating into buzz.

    Mike
    • CommentAuthorLord Minx
    • CommentTimeAug 21st 2007
     # 4
    For me the are, more or less, three reasons:

    1. I haven't really heard much about it.

    2. I have neither the time nor the money to just buy random games to check them out.

    3. Any d20 game has to be really interesting or receive really great reviews to get me to buy it, as the chances to actually get play out of it are low.


    Not really all that helpfull, I know. But you asked, so I figured I'd answer. :)
  3.  # 5
    Beast Hunters also sold 4 copies, while getting more attention around these parts than Passages, so it's not all about the buzz on Story Games.

    Was Passages being demoed? (BH was not.)
    • CommentAuthorTrevis
    • CommentTimeAug 21st 2007
     # 6
    Scanning the webpage I realize I've heard of it because of Paul on HGWT. And I remember he was really complementary about it. The D20 bit does put me off a little. I think I've irrationally marked D20 in my head as 'not really my thing.' Which I admit is kinda dumb because it's pretty much only a resolution mechanic. When I think D20 though I think complicated in a way that doesn't excite me.

    Still a cool AP would grab my attention.

    --Trevis
    •  
      CommentAuthorHoho
    • CommentTimeAug 21st 2007
     # 7

    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.

    •  
      CommentAuthorGraham
    • CommentTimeAug 21st 2007
     # 8
    1. Dull title.
    2. Not sure what it's about.
    3. On reading what it's about, it looks as though it's about shit.
    4. On further reading, it looks as though it's not about shit, but I'm not sure what it is about, beyond Victoriana.

    (Hope that's OK, Justin. Saves time to be blunt.)

    Graham
  4.  # 9
    I saw this at my local game store and was intrigued. Unfortunately, I think Victoriana isn't what floats a lot of boats. It's a problem that vexed me back when I was working on Magicians of England (fortunately, I switched to a game set in everybody's favorite setting, the Renaissance). Lack of buzz is no measure of success. People like to talk about the games with new and bizarre twists on gaming. This stuff is bleeding edge, kind of like having a brand new super cell phone. It's an attention getter, even if it's got a few bugs. Are you running and demo-ing at cons? Actual play sells books, or so they say.
    •  
      CommentAuthororklord
    • CommentTimeAug 21st 2007
     # 10
    I recall hearing about it on HGWT, got that it was some kind of Victorian dimension travel thing. I got a League of Extraordinary Gentlemen vibe. I've read the comics, that scratched my itch for the subject. I'm not really into Victorian setting and I haven't pored through Victorian classics.

    So, in short, the setting didn't interest me.
  5.  # 11
    This thread is the first time I'd heard of it. The game blurb may be amusing but it's so difficult to read for a modern English speaker that it's off-putting. I gave up after the first couple of sentences because I shouldn't have to work that hard just to get an idea of what the game is about. The 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 I had I 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. Judging by the reviews, it actually looks like you might have a good game in there so maybe you could try improving the online presentation and "re-launch" so to speak?
    • CommentAuthorMcdaldno
    • CommentTimeAug 21st 2007
     # 12
    Justin, it's all the things about Victoriana that I'm not particularly interested in. And all the things I am interested in, I already wrote a game tailored to those.
    • CommentAuthorPaul Czege
    • CommentTimeAug 21st 2007 edited
     # 13
    Hey Justin,

    For myself, it's this:

      "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."


    "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.

    edit: Theme is what sells a narrativist game. When the others say it's about things they aren't interested in, it's because they're only seeing things, and not thematic purpose.

    Paul
    •  
      CommentAuthorRemi
    • CommentTimeAug 21st 2007
     # 14
    Justin, you've got a lot of eyeballs on this thread, take this opportunity to sell us on the game instead of grousing about poor sales (which I don't really care about).

    For 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. The title, as mentioned, is unevocative. Maybe it's my Greek Myth bias, but I was expecting something along the lines of Agon-but-different. It may be that I'm not the audience, but I'm reading.
    •  
      CommentAuthorjenskot
    • CommentTimeAug 21st 2007
     # 15
    Justin, I'm going to be as stream of consciousness as possibly not to filter any of my thoughts. Hopefully this will be of help to you.

    At cons where there is an IPR booth, I've asked about it 3 times. 1 times the person had no idea about the game. The other times, it went like this:

    - Me: "What's this like? I love the cover!"
    - Booth: "Victorian style, think League of Extraordinary Gentlemen with dimensional travel."
    - Me: "Cool. What's that big decapitated monster head on the cover?"
    - Booth: "Not sure."
    - Me: "What are the rules like?"
    - Booth: "D20"
    - Me: "Ack, umm.. how do the rules evoke the setting?" (I've been burned on D20 too much, and Mutants and Masterminds does everything I want with it, and 4th Edition is coming out soon, and none of my D&D friends will play it because it isn't D20 they know and many of my indy friends will shy from it because it is D20.)
    - Booth: "I'm not sure."
    - Me: "hmmm..." (almost 300 pages, that's pretty involved for a game I know nothing about) "can anyone run a demo?"
    - Booth: ::looks for someone who can run a demo:: "Sorry, no one is available who knows how to run it."
    - Me: "I'll see what people are saying online and I may come back. Thanks for you time."

    My thoughts looking at the website:

    - The logo is aliased poorly and has jagedy white edges. This doesn't look professional.
    - The cover is cool but at that size it looks like Mortal Coil.
    - I can't click on the cover to see a larger image.
    - "Passages" sounds passive.
    - Why is the text all bold?
    - Ack, the rollover on the top have gray floating animated boxes... looks very strange!
    - "Adventures penned by legendary giants" is very hard to read.
    - Saying "fiendishly clever" annoys me if it isn't a quote from a third party.
    - "Blue Devil’s Passages", wait, I thought it was called "Passages", who is Blue Devil?
    - "Dainty. Palatable. Non-Constipating." - WTF?
    - "The only Game Preparation which is uninjurious to the digestion because of the slow measured absorption of rules and use of a singular icosahedron for resolution. The only Game Preparation of agreeable taste to all palates, and an excellent substitute for Cod-Liver oil. Prescribed by eminent practitioners to lymphatic and scrofulous children; to adolescents for troubles associated with growth, amenorrhoea, etc.; to adults for asthma, syphilis, and female hysteria; and to all ages for chronic bouts of ennui." - WTF? If I wasn't reviewing this for this thread, I would have left at this point.
    - What's that bullseye, is this game sold at Target?
    - Who is Robert Louis Stevenson, Professor Gibberne, Charles Lutwidge Dodgson, and Jules Gabriel Verne? Why should I care what they have to say?
    - " Lifetime supply now only $32.95!" That's a lot for an indie game I know nothing about. I'm willing to do an impulse buy if it is $22 or less. More than that I need more encouragement.
    - Ugly blue links.
    - Cool!!! Reviews from places I know with high scores! I'm starting to feel interested.
    - No actual play? Is no one playing?
    - Paul Tevis? He's a sexy man! Interest is further peaked!
    - "You can read about the development of Passages in our ongoing design diary" - AWESOME! I'm starting to get more excited!
    - WAIT... the design diary isn't a blog... it is text saved as JPGs? WTF? And then PDFs?
    - "©2004-07", cool, they have been around a while.
    - Why is the "Read, Hot & Blue" banner on the top right have a weird background? Why does it look cut off? What does "Read, Hot & Blue" mean?
    - If they didn't spend money on their website, what does the book layout look like?

    My thoughts reading the review http://www.rpg.net/reviews/archive/12/12602.phtml:

    - This table should be on the website. It makes me want to play:

    * Nearly Certain (0). Jumping over a Lilliputian
    * Easy (5). Intimidating the Cowardly Lion
    * Average (10). Minding your manners at the Mad Hatter's tea party
    * Hard (15). Navigating the Nautilus through the English Channel
    * Challenging (20). Tracking Sher Khan through the jungle after a fresh rain
    * Daunting (25). Training White Fang to play dead
    * Heroic (30). Beating Professor Moriarty at a game of chess
    * Herculean (35). Persuading Ebeneezer Scrooge to loan you £10
    * Nearly Impossible (40). Seeing the Invisible Man

    - Score of 5/4 is good!
    - 296 pages... if it is more than 100 pages, it better be amazing!
    - I'm not lazy, but I just bought 20+ indie games at Gencon for over $340. I play a lot but still have trouble going through all my games and I would rather play more games than spend time with GM prep so the following made me nervous:

    "But there is also one big problem, and this is why I'm giving a substance score of 4 instead of 5. There is not enough information to start playing immediately. Either the narrator has read the works that inspired the game and has them fresh in her mind, or she will need a lot of work to prepare the adventures. This is a problem not exclusive to Passages, and other great games also have it. But I really believe that the book needed 20 more pages describing one of the alternate worlds, one alternate London or something else."

    and:

    "In conclusion, Passages is an excellent reading and great game that needs an extra effort from the narrator."

    - I really need games with situation generators.

    I hope that was helpful. I'm trying to be as honest as possible in the hopes this will be of some help.

    Rock,
    John
    •  
      CommentAuthorAndy
    • CommentTimeAug 21st 2007
     # 16
    I saw it at GenCon, though I don't remember too much about it (it had many pages, and was sturdily constructed. The character sheet came off as a fairly traditional game). I bought a fuckton of stuff at GenCon. If none of that other stuff had come out, I might have picked it up. However, for me these days, the question is:

    "Can I basically do this with Savage Worlds?" Because I loves me some Savage Worlds when I want to throw down with basic roleplaying with combat.

    If YES, then it takes a fuckload more for me to buy it. Colonial Gothic, frex, was a "Yes, mostly" and presented me a setting which I'd never seen represented in an RPG. IIRC, everything else I bought was a big fat "NO".

    Hey, every time I look in my GMAIL account for a thread on RPGs, the text ad at the top is for this emporium of Victorian Era clothing for live-action roleplaying. It's a really slick site. Why not find them and try to partner up? "Hey Larpers, if you like tabletop games, here's a few that might be up your alley..." Sell from their site or something.

    -Andy
    •  
      CommentAuthorjenskot
    • CommentTimeAug 21st 2007 edited
     # 17
    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.

    I wanted to emphasize these comments as well as they very much ring true for me.
  6.  # 18
    Wow! Thanks for all the responses so far. Your insight and input are genuinely appreciated. To be clear, I didn't start this thread to pimp the game (though, of course, I am happy to do so). Some responses:

    1) AP: This is really sort of a chicken-and-the-egg kind of thing. The general lack of interest (particularly in the S-G sector) would seem to be a good reason why there is not a lot of AP going on. I have two Play-by-Post threads on my messageboards. One is mine, and I had to put it on hiatus due to other time constraints; the other just got started. I intend on linking to them when there's a little more meat on the bone.

    2) General Buzz: Well, I guess this is the whole point. I've got a couple of very nice reviews on RPGnet, complimentary mentions from Paul and on Voice of the Revolution. I posted my design diaries on the site and posted notice on a couple of other sites. I'm open to/looking for ideas to build buzz.

    3) Website/Product Page: Some good thoughts here. The opening text is from the back cover. I think it works there, where the browser can flip through the book too. It's an entertaining way of conveying what the game is about, i.e., Victorian literary adventure. But I can definitely see why it doesn't work on the product page. I'll look into retooling. As for the character sheet, I was going for functional, but I guess it's time to call character-sheet maestro Fred Hicks?

    4) d20: This one is a very sticky issue. I think one of the problems with the game is that it stands between both "worlds", i.e., d20 and story-games. It's really a d20-story-game, i.e., both. I think some of what is happening (and seems to be borne out by some of the comments in this thread) is that the d20 folks think it's "too indie" and the S-G folks don't want to invest much time in an interation of d20. Thoughts on how I can show that the game can be satisfying to both? Is that even possible?

    5) Genre/Theme: It is a Victorian-era setting (though readily usable in other genres/settings), so there's not much I can do about that. As for theme, the idea is that the game supports wild, fast-paced adventure. I can see how the sell-text doesn't really express the theme. Thanks, Paul, that's a very helpful observation.

    6) Graham: (Because he really needs his own category, right?) When you say "shit", do you mean "stuff" or "bad stuff" or something else? I'm fine with blunt responses as long as I get teh meaining.

    7) Title: If it's not obvious, "passages" is a double-entendre, representing both passages of text/stories and the portals between the dimensions of the Book Without End. I can't very well change the title at this point. Should I be more explicit about its meaning or is that like trying to explain a joke that doesn't land?

    As I said, thanks for all the input so far.
    •  
      CommentAuthorC.W.Richeson
    • CommentTimeAug 21st 2007 edited
     # 19
    Here's a link to my Passages review for anyone interested.

    I keep track of the page impressions for my reviews and Passages got over 1,000 in about two weeks. While some games can do that in under 24 hours (BESM 3) I'd say it's about average to above average for less well known, small press titles.

    All that said - I just don't see anyone talking about it. The only thing I can think of that could help is an active LiveJournal or other blog where you can turn interest in Dawning Star into interest in other BDG products by occasionally posting about all of them.
  7.  # 20
    I 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.

    When you were talking about people traveling through books, I immediately thought of The Eyre Affair, and associated other novels in the series. I was expecting an experience that felt more like I was playing in a book with characters in a book. Maybe I'm matching wits with Moriarty, or something. Moriarty is more of a brilliant, sneaky bastard, not the sort of guy I want to get into a shootout with. And shootouts don't say "Victorian novel" to me, anyway. Not as my 15 minute introduction to the game.

    Basically, the demo didn't make me feel like this wasn't a game I could already be playing with D20 Modern and a little setting development on my own.

    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 like Pride & 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.
    •  
      CommentAuthorGraham
    • CommentTimeAug 21st 2007
     # 21
    No, I genuinely thought it was a game about poo. It's called "Passages", as in back passage. The website mentions digestion and cod liver oil. Clearly, it's a poo game.

    Really, that's what I thought.

    What?

    Graham
    • CommentAuthorJDCorley
    • CommentTimeAug 21st 2007 edited
     # 22
    I read the review(s) and I'm very interested! But I don't have a copy and of course have never seen one anywhere. My random-walk wanderings on various PDF sites have not stumbled upon it yet.
  8.  # 23
    I'm with Graham.

    Seriously, 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.

    Also, the best thing I've seen about the game was the table that John posted -- that's awesome. Makes me like the game much more than anything else I've seen.
  9.  # 24
    X-posted with yours, John. Agai, very helpful.

    As for the lack of familiarity by the booth staff, I don't really know what else I can do. I've demoed for some of the booth members; I've offered to give a free copy to any IPR member who asked for this very reason (and indeed gave a few away on that basis). I do think booth workers in particular have a responsibility to become at least minimally familiar with all of the games at the booth. If they don't know, they should ask. (I'll bring this up to Brennan.)

    As for some of your specifics: (a) The creature on the cover is the jabberwock; the piece is entitled "Jabberwock Hunting Party" and is evocative of the final scene from the intro adventure available for download on the website. (b) The page count/price issue is an interesting one. $32 for 300 pages is (I think) reasonable. By contrast, ZoZ is $30 for 200 pages. However, it's definitely counter to the indie paradigm. The high page count seems to be hurting it, which is surprising because it's definitely not bloated. (c) I did spend money on the website. It's been up for 3+ years now, and we've generally gotten good feedback on it, but I'll definitely take another look at the issues you've raised.

    On a related note (to this thread), I had already decided on doing a free Narrator's Guide for download. Some of the issues raised in this thread will definitely be going in there.
  10.  # 25
    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.

    Yes, I get this. There was definitely some cognitive dissonance in the demo. The literary aspect is supposed to come in with (1) use of elements from famous works (e.g., Moriarty and Wonderland); and (2) the wild narration that results from a "wide" randomizer like a d20, using spread as a measure of success/failure, and certainly plot points. While I think the demo covers the bases, I recognize that it does not hit a home run. (That's why I was happy to leave behind my demo kit for the last day; I'm going back to the dawing board for a full reboot.)

    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?
    •  
      CommentAuthorAnemone
    • CommentTimeAug 21st 2007 edited
     # 26
    Funny you should mention it -- my husband and I were just looking at it at our FLGS last Saturday and debating getting it.

    Things that attract us:
    * Jennifer Rodgers cover and art
    * Wonderful back-cover blurb and fake jacket puffery
    * Setting
    * Good reviews by people I trust

    Things that detract us:
    * Price
    * 1d20 (the die, not the system: I prefer dice pools and bell curves, and smaller die sizes)
    * D20 (the system -- I find it fiddly and dull)
    * Don't know anyone who played it locally, and haven't had a chance to play it yet
    * Somewhat similar to several games we already have (Seven Leagues, Zorcerer of Zo, Faery's Tale, Castle Falkenstein, Forgotten Futures, Space 1889, Full Light Full Steam)

    But, mostly, it was price.
  11.  # 27
    Hi Justin.

    With regards to the d20 / SG split, and what the SGers/d20ers do/don't want to see, I'd suggest doing some sort of split/sidebar along these lines:

    Into d20?
    [bullet points of the various differences & similarities with other d20 products]

    Into Story Games?
    [bullet points of the various SG influences, and how it all hooks up]

    In fact, if this was a clickable title, or some sort of pop-up box, then the d20ers don't need to worry about the SG links, and vice versa.
  12.  # 28
    Interestingly, $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.
    • CommentAuthorJesse
    • CommentTimeAug 21st 2007 edited
     # 29
    I admit my whole household is Victorian adventure fans but every time I've looked at Passages I've given it a pass. Primarily because of the system. Not even necessarily that it's d20 based, per se (although that's a large part of it). But these days I basically require my games to have a focus like My Life with Master or Dogs in the Vineyard or god something as awesomely tight as It Was A Mutual Decision.

    So you're adventuring through Victorian lit.... to what end? What's the game? What part of the mechanics make it about doing that thing? Right now it's some fun colorful setting material.... with no GAME. Just a randomized decision maker with no focus or purpose other than maybe reinforcing the colorful setting material.

    Sorry that just doesn't cut it for me these days.

    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.
    •  
      CommentAuthorAnemone
    • CommentTimeAug 21st 2007
     # 30
    Posted By: Justin D. Jacobson$32 for 300 pages is (I think) reasonable. By contrast, ZoZ is $30 for 200 pages.

    Yeah, but ZoZ was massively useful to me, meaning every part of it was usable. With Passages, I'm not convinced because the large chunk of d20 material might never be useful to me. Why would I play with the d20 system when something lighter and/or more flavourful (name one: PDQ, HeroQuest, Full Light Full Steam, Savage Worlds, SotC, etc.) will work better for me? So I might have 100 or more pages of Feats I may never use.
    •  
      CommentAuthorRemi
    • CommentTimeAug 21st 2007
     # 31
    Justin, 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.
  13.  # 32
    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).

    By all means, drop that fucker to $30, post-haste.

    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.

    I seem to be getting a lot of this. I'll go into brainstorm mode for a nifty demo scenario. Or, better yet, I'll start a new thread.
    • CommentAuthorRon Edwards
    • CommentTimeAug 21st 2007 edited
     # 33
    Hi Justin,

    I'll turn the topic around a little bit and tell you why I liked Passages and plan to play it one day.

    Because the characters are not skating through dimensions or alternate realities or teleporting or doing anything like that. They are shifting through Victorian stories.

    That's not only original, it's interesting. Just jumpin' around meeting and skirmishing with various fictional characters is as familiar as dirt; shit, they did it all the time on Star Trek, for Pete's sake. But entering the stories? H'mm. That's nifty. Every time you've explained the game to me, you were careful to say it exactly that way, and every time, it interested me.

    But somehow, no one else seems to be getting this impression.

    I also know that a con demo can't often capture the subtlety of a game's concept. The other players and I did a few task rolls in the one you ran for us, and that was fine. Still, though ... if it had somehow made it clear that when we shifted from one place to another, we were literally entering another text, in some way which was not just clicking to another backdrop as in Mortal Kombat ... that would be cool.

    Not just altering the rules per story, either; there are plenty of games like that, and that's not what I mean. I'm thinking more metaphysically, as in, do characters' actions alter the texts they're in? Stuff like that.

    Let's take a harder look at GenCon, too. For one thing, you weren't there on Thursday and Friday. No shared buildup with the rest of the publishers and exhibitors, no sense of communality, no sharing of lessons learned or other experiences from those days. For another, you had to leave on Sunday. I announced that I could demo the game on Sunday morning, but at that point, I can only do so much in between last-minute make-ups for missed meetings and other necessary con stuff. If it'd come up, I woulda demo'ed it (like I did with Reign, on request), but it didn't.

    Now for the other thing, the good part. We talked on Friday, and on Saturday, you totally made good on your statements and self-imposed commitments from that conversation. It was fun and exciting to have you at the booth. You ran Passages, you played other stuff, you added to the booth culture, and rounded out the booth content (in terms of system). It is fair, I think, to say that if you'd been there doing that all four days, you would have moved 16 books on your own, and probably more given the spillover effect of mutual interactions among the pack of us.

    Therefore, "I sold only 4 books at GenCon" is not actually a fair assessment of how things went for you. When you did the Forge booth thing, it worked.

    Best, Ron

    edited 'cause I signed off twice
    • CommentAuthorMike Holmes
    • CommentTimeAug 21st 2007 edited
     # 34
    [Edited to note cross-post with Ron]

    A narrator's guide sounds like a good idea, both as an add-on to the support for the game, and as an advertisement.

    When you say that it's a story-game d20-game, that's intriguing. I was actually thinking the other day whether or not any of the d20 games out there had really accomlished this (Blue Rose comes to mind, possibly). If the play of the game doesn't always seem to be discovering this feature, then perhaps you can put some notes in the aforementioned narrator's guide to show how best to use the relevant mechanics. Which, again, will serve as advertising for this cool feature of the game.

    Because, well, would you rather compete with other D20 products, or try to sell to Story-Gamers? I mean, you'll probably get some sales from the D20 front, as well. But at the Forge Booth, you'll probably do better selling to the alternative crowd.

    But it's still a tough sell. If the elevator pitch is, as above, "Leauge of Extraordinary Gentlemen, plus interdimensional travel" I think - why not use SOTC? Oh, because of the interdimensional travel part? Well... what's in those other dimensions? Is it still Victorian there?

    This seems to be the unique feature of the subject-matter - the dimension hopping which the game's name is supposed to invoke. But I can't imagine what that's like. Is it like the show "Sliders" where there's a new dilemma in each new dimension? Or...

    To get people thinking about buying or trying the game, there's a very simple thing you have to do. Give them some sort of example concept that they can put into their mind, and envision themselves playing it. If somebody says, "Mormon Gunslingers in a Wild West that Never Was" it's not at all a cliche concept - quite unique, actually. But I get a vision of a dude holding a bible and a gun, and fighting for what he believes.

    With the above tagline, I see Nemo from the movie version of LOEA, standing before a portal to... well, he's just standing there. I don't know why he's going, I don't know what sort of thing he's going to do on the other side... quite simply I can't envision what might happen.

    Is there some common enemy ("Time Morlocks" or something) that they fight in these other dimensions? If Moriarity is there, what's he up to? Can he affect our dimension from another? Or must he just be hiding out? Perhaps it's about chasing fugitive villains from literature across these dimensions to which they've escaped? Or something?

    Sure, everyone here can imagine all sorts of things like this, too. But if you say, "Yes, it could be about that" then the game isn't really about those things. It doesn't support them in any way. As somebody mentioned above, when you say, "You can do anything," well, all I can respond is "Damn straight I can... now what is your game doing to help me do that? Why shouldn't I just use GURPs?"

    What did you encode in the game that makes it better than GURPS for this?

    And since the thread is about bluntness, if you can't say why it's better than GURPs (other than some people prefer D20), if you can't generate buzz on why it's better, you won't sell copies. Worse, if the game really doesn't do better than GURPS? Then we know why it isn't selling.

    Mike
  14.  # 35
    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.

    Oh, I'm not "handwaving" over the concerns at all. (Sorry if I gave that impression.) I didn't want to muck up the thread with my "defense" as it were. I think the game can accomplish what you're talking about, but the important thing is that the website, back cover, and demo are not conveying that to the customer.
  15.  # 36
    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

    Actually, this is a good opportunity for me to say thanks to you, Ron. I expect you're right about the impact of booth time. Unfortunately, my commitment to my charity game had to come first, and that nuked Thursday and Friday pretty good. (On the plus side, the charity game was a huge success.) My experience with being a part of the Forge booth has gotten better each year, and I fully expect that next year it will be even better. (And thanks for our other little chat about my other project, which proved immensely helpful.)
    • CommentAuthorJustin Bow
    • CommentTimeAug 21st 2007
     # 37
    Hi Justin,
    Some of this has already been said, but I personally feel the core book is lacking in two ways:

    1) D20, no matter how you spruce it up, is not a system that supports a literary-themed setting or literary-themed stories. I noted in our demo that even though the basic mechanic was certainly easy to use, we spent a lot of our time trying to figure out which traits we could bring in on a particular test, even trying to come up with justifications as to why we should able to drag in an additional trait. I think the game would do very well with a more streamlined system, one that describes competencies of characters rather than having everything broken down quite so much. It doesn't matter whether Alan Quatermain is awesome with knives or swords or his fists, it matters that he's good at fighting.

    2) I wanted more setting material. It's fine to say "Go look in Alice in Wonderland and make a cool adventure for that." But it's a hard thing to do from the standpoint of a GM. These are static texts that MIGHT give you a few ideas, but it would be amazingly helpful if there were more explanation in Passages as to how to turn a static story into a living breathing world, with changing characters. Additionally, I really, really wanted to see some example settings, because that was what originally intrigued me about your game. I wanted to see what you thought of Wonderland and how it interacted with Captain Nemo or Frankenstein or whatever.

    Anyway, that's my two cents.
    • CommentAuthorPiers
    • CommentTimeAug 21st 2007
     # 38
    Justin,

    My reactions to Passages were much the same as many of those already mentioned in the thread, particularly those of Remi, Jesse and Paul (What's the theme? How does the system specificaly address the setting) and the general, turned off by d20 feel (I don't want to see tables listing the hardness and hit points of doors), but I also have some other side of the fence data that I thought might be useful.

    I got my copy of Passages as part of a sort Christmas-came-late bundle, along with a whole bunch of other Story Games, including Spirit of the Century, Cold City, Burning Empires, The Zorceror of Zo, Don't Rest Your Head and others. They came from a close friend of mine who was an Ennies Judge this year, and they came with a specific request. He doesn't really know the Story Games field, but he wanted me to have a look over them and suggest which games stood out from the rest when considered as Story Games.

    Your game was one of the ones which I took a look at and said, this looks more like an traditional roleplaying game to me. That doesn't mean it is a bad game, but my reflexive judgement was that if I was looking for innovation this wasn't where I was going to find it.

    What is more pertinent you, however, is that he placed the book in the pile with the rest of the Story Games.

    I am not sure what about the game and its appearance impelled him to make that choice, but he did. Which means that you may be suffering from a disconnect between the flippant tone of the cover advertising and the slightly trippy Victorian art, on one hand, and the traditional complex system and elaborate background, on the other. The first, shouts "avant-garde" to the often very traditional gaming public, and the second, screams "traditional" to this avant-garde sub-culture.

    I hope that helps.
  16.  # 39
    I heard about the game prior to its release and waited eagerly for it. Partly it was the premise of the game, partly the delightful cover blurb (which seems to have tickled my sense of humour but clearly not everyone's). As soon as it landed in the stores I bought a copy. And so far I haven't played it.

    The D20 part really does present a problem for me. I don't see what it gives the game and it takes an awful lot of space in the book. Having worked through the rules (I'm not a D20 player, so there was no useful familiarity to the system for me) it seems perfectly fine, but no better than any other semi-generic system and I'm not terribly impressed by the range of results inherent in the mechanics. It seems too random and bland, and I suspect that unless that impression changes drastically when I play it then I'll likely port the whole thing over to Fudge and use it with Terra Incognita.

    Because the mechanics take up so much room there is not enough space devoted to the setting, which is where it really falls down for me. I can run a Victorian version of Fringeworthy with a Jasper Fforde twist without needing a new game for it, so I was hoping for more in Passages, more background and detail to spark my imagination and help me to construct more than just random Sliders-like adventures. It almost delivers, but I'd cheerfully lose half the pages devoted to the system in favour of more space for setting and such.

    It's a fine little game in so many ways (and I'm aiming to run it before too long - especially now you've got the adventure on your site - and record the session for RPGMP3.com where some of our other games are linked as MP3 downloads) but it could have been quite brilliant. Maybe it's the feeling that it's almost what I was hoping for that makes it seem a bit flat.

    That said I have recommended it, with caveats, to friends. It deserves a bit more attention.
    •  
      CommentAuthorBigJackBrass
    • CommentTimeAug 21st 2007 edited
     # 40
    (server error caused duplicate post. Nothing to see here)
  17.  # 41
    Posted By: Piers(I don't want to see tables listing the hardness and hit points of doors)

    This is something, I know now, was a mistake. This was a function of the "incremental" design the game suffered from. (When I started out, it was indeed just going to be a setting for d20 Modern.) It's stated at the front of the book that all these "numbers" are just suggestions, but when someone picks up the book and flips through, it sure does look like a d20 Modern setting. Would it be weird to do a Second Edition that's shorter than the original? Maybe a Story-Game edition?
    • CommentAuthorJesse
    • CommentTimeAug 21st 2007 edited
     # 42
    This thread has prompted me to do some thinking and I've come up with a few questions I like to see answered about a game before I decide if I want to play it.

    1) When a conflict arises in the created fiction what is likely to be at stake?
    2) What mechanical resources do the players have at hand to affect the outcome? How do those mechanical resources manifest in the fiction.
    3) Once a conflict is resolved how is the outcome measured both mechanically and within the fiction?
    4) How does the mechanical answer to 3 feed back into the mechanical answer for 2? How does the fiction impact of 3 feed back into the answer for 1?

    Jesse
    •  
      CommentAuthorThomas D
    • CommentTimeAug 21st 2007
     # 43
    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.


    That's exactly what I did after looking through the first ten or so posts. I hit the site, skimmed over the page and bailed. The flavor sell copy on the page Justin linked to went on for far too long. There's one basic tenet of website design about the fold -- don't make people scroll to get to the important content on your page. The important content on the page is what the hell the game is about. Running at 1280x1024 pixels, the first bit of information about what Passages is about is one and a half screens down. If I was in the market for a Victorianesque game and that page was the first thing I saw about the game, I'd think the actual book is written in the same manner: a ton of overwritten fluff that I have to get through until I reach the actual game.

    Actually reading the bulleted list that's the selling point of the game, all five seem to indicate it's based on d20 and I've played enough d20 games to know the game system isn't for me. At this point, I'm probably flipping through the display copy of Full Light, Full Steam or wandering over to see if any of the dealer booths have Space 1889 on sale at a sizable discount.
    •  
      CommentAuthorJosh Roby
    • CommentTimeAug 21st 2007
     # 44
    Justin, the thing that's always brought me up short is a one-two combination:

    a) I don't get a strong vibe of what the game does. The ad copy I've seen goes a long way to explain what the game lets you do, but I really don't need the game's permission to roleplay in Wonderland. What I need to see from a book's ad copy is what it does that makes roleplaying Wonderland (or the Nautilus, or Baker Street) easier for me. So let's start there: the game isn't telling me what it does. Then I see:
    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?
    •  
      CommentAuthorjenskot
    • CommentTimeAug 21st 2007
     # 45
    Justin, will you be attending Dexcon, Dreamation, Ubercon, or I-Con? Or in NYC at any time? One of my players is Nick Logue who is a very popular author for Wizards and Paizo. If you run a demo or full game for him, and if he likes it, I can encourage him to write a short actual play report of your game on the various forums for Paizo, Wizards, and En World. That should help stir up sales among D20 customers.

    I don't know you or how connected you are with other indie authors but I find the best way to get people into your game and talking about it is to include them in the development stage of your project and helping them out with their own games. This helps foster camaraderie and in such a small niche, camaraderie and word of mouth are huge!

    I also wanted to readdress price and page count. I didn't mean to bring it up originally to say that your game was too expensive. I think most RPGs should be much more expensive. My only point is that anything higher than $19-25 takes it out of the range as an impulse buy. And anything higher than $12 takes it out of range as a "sure, it doesn't look fully baked but there is enough there that I would give it a try." If it is more than $19-25, it just needs to have more behind it. And I believe perceived value is more important than page count. A higher page count can actually hurt you. It may mean more rules I have to learn, or more I have to do before I can start having fun. And a larger book makes it harder to get buy in as a casual game from players. And if no one is talking about it, that means you will have to do all the work to get anyone to play, and on and on. It's tough. And I definitely recognize the chicken/egg dilemma. I just wanted to be clear the literal price is only a small part of the overall perception of the product.

    Also, this may help with your website:
    http://www.useit.com/alertbox/9710a.html
    • CommentAuthorJDCorley
    • CommentTimeAug 21st 2007 edited
     # 46
    For me, a story gamer who likes D20 - a lot - the logo is not a turnoff (nor do I believe even for a split second that you can't be "literary" in some way with D20), but I strongly suggest nailing down what Ron suggested, because Victoriana mashups have existed a long, long time, and that's what I thought I was looking at from reading the reviews, but a story-to-story jumping makes my Martian antennae perk up and go "hmm, wha? Lemme see!"
  18.  # 47
    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.

    Just to be clear, it doesn't bear the d20 logo, but your general point is well taken.

    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?

    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.
    •  
      CommentAuthorDenys
    • CommentTimeAug 21st 2007
     # 48
    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.


    Absolutely agree.

    After doing the demo, it feels like a rip of the Storyteller engine circa 1995. Just felt sooo traditional model game design without any kind of focus on story mechanics.
    •  
      CommentAuthorDenys
    • CommentTimeAug 21st 2007
     # 49
    Oh, and to address the original intent of the thread. Two reasons why Passages holds no interest for me.

    1. I'm bored silly of Victorian-riff games and Passages sounds terribly generic.

    2. The fact that it's D20 leans me toward never buying it.

    Reason I bought Joshua's Full Light Full Steam because he has some very cool game mechanics in there. If that had simply been Space 1889 redux with a trad system, I would never have gone near it.
    •  
      CommentAuthorThomas D
    • CommentTimeAug 21st 2007
     # 50
    Posted By: Justin D. Jacobson
    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?

    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.


    I think the first thing to do is re-jigger the marketing instead of re-jiggering the game. That landing page on your site should say why I should run Passages for a League of Extraordinary Gentlemen-like game. More importantly, it should show that the system in Passages is perfect for that game.

    One of the things I would do is change the "A single d20" on that page to "A single twenty-sided die". That simple change wouldn't have had me initially think that Passages is simply a d20 Past setting book. Joshua says that he thought the d20 logo implies the game is all about tracking of hit points. Note that there's no d20 logo on that page -- using the notation "d20" automatically implies the d20 system. Changing that to "twenty-sided die" wouldn't automatically turn away gamers like Joshua and myself who really don't like the d20 system. It will keep Joshua and me reading your ad copy for a bit longer and we might hit the hook that turns us on to your game. As it is, we hit that "d20" and leave.
  19.  # 51
    Justin,

    The stuff Ron said about entering stories instantly made me go "WHA???? THAT IS BAD ASS."

    I went from kinda thinking the premise was cute to thinking that when I get another wad of cash for games I may have to check this one out in about 30 seconds.

    Just as a data point.
    •  
      CommentAuthorAlbert A
    • CommentTimeAug 21st 2007
     # 52
    ditto. That was definitely an interest-grabbing ear-perking moment.
    •  
      CommentAuthorrenatoram
    • CommentTimeAug 21st 2007
     # 53
    FWIW, 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.

    If there is some mechanic that's making this game do awesome stuff then it should be on the forefront in the ad copy: you can totally have a d20 derivative with a "fate aspect lookalike" mechanic... but you have to let people know! What's the cool stuff in your system?

    'cause if it's the setting and the premise (victoriana mashup and traveling inside books-reality), well, I can probably take that single sentence and do it with Fate3, or PTA, or something. What's the selling point of your system?
    • CommentAuthoralejandro
    • CommentTimeAug 21st 2007 edited
     # 54
    I have passages, and it was precisely because you play characters that travel through Victorian era literature that I purchased it.

    I bought the game from you, cash in hand, and you ran the demo and made it very clear what was up. Well done, I didn't go to GenCon this year so I don't know how your demo has changed.

    But, now looking over your website it isn't clear and I wouldn't have bought it on that alone.
    • CommentAuthorYokiboy
    • CommentTimeAug 21st 2007
     # 55
    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.


    I totally share Renato's story. When I listened to Paul on HGWT discuss Passage I thought, "holy cow, I need to get that game now!" Then he mentioned the d20 system, and I bought another game instead.

    If you could tell me how the system supports the experience of travelling inside Victorian fiction, then I might still get the game. As it stands now, the d20 thing keeps me from even entertaining picking up the game.

    If you do a "How To Play" guide, then I might buy it. I really don't know why RPG designers don't include this in every game they publish, you don't get a boardgame just talking about its theme, skipping how to actually play it. Dogs in the Vineyard still reins supreme on how this should be done.

    TTFN,

    Yoki
    •  
      CommentAuthorRob Donoghue
    • CommentTimeAug 21st 2007 edited
     # 56
    So, I bought it when it came out, primarily based on how excited I'd gotten watching Jennifer's art. My impression is that it's using the same rules as true20 (which is a good choice) but without actually saying as much due to Green Ronin's licensing terms (which is to say the rules are OGL, but the name true20 is not). I definitely answered a few questions about it at the booth, and I had nice things to say about it, but once I got past the premise, I didn't have a _hook_ to suggest how it was going to make things more awesome for them, which was a little rough.

    Now, I don't think that d20, especially true-20-style d20, is necessarily a bad choice - I think you could turn it to your needs. But the fact that you need to spend so much time reinventing the wheel, so to speak definitely works against the cool parts.

    -Rob D.
    • CommentAuthortadk
    • CommentTimeAug 21st 2007
     # 57
    It was the 3rd Indie game I bought
    Got it on IPR a few months ago

    I love the idea and how damage is done and the entire genre
    Now if I had people to game with who love Steampunk like stuff as I do
    •  
      CommentAuthornoclue
    • CommentTimeAug 21st 2007
     # 58
    Website: Takes too long to get to what the game is about.

    This stuff is selling features instead of benefits.

    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."


    You should try selling on benefits instead of features.
  20.  # 59
    Passages has sat on my bookshelf for a few months now. I don't think I've actually sat down with it and read it for any serious length of time yet, but here's my data point: so far, I haven't heard why I should. Sure, even with Ron's post about it, I haven't been told why I shouldn't just take what I've learned from this thread and run that idea with what's starting to feel like the GURPS of the indie world, Spirit of the Century. So, the fact that I don't know how your book supports that idea is one element.

    The second, and maybe bigger element, is this: So, you hacked d20. Maybe -- I'll assume definitely, but from the point of view of a skeptic, maybe -- you even have a decent implementation of d20. Here's the problem: you're doing double-duty here. (1) You're having to convince d20 players why your version of d20 is worth playing more than theirs is. In a world full of d20 hacks and tweaks, you have to show why yours stands out and is worth re-learning the system, since you have enough tweaks to kill their assumptions about how to play it. AEG pulled this off with Spycraft, and again with Spycraft 2.0. What are you doing to pull this off?

    (2) You're having to convince story gamers to try a game with the mental baggage surrounding the term "d20". You certainly aren't going to get their attention by telling us how it's mechanically not like WotC's d20. You're going to have to sell them on how your game would work for, say, my play group without getting into the fact that it's a d20 implementation until, honestly, you have us sitting down at the table.

    I play games like Don't Rest Your Head, Truth & Justice/PDQ, Polaris or Agon because (a) the mechanics in those games work with me and (b) they generally try to do one or two things well (even PDQ, which is generic in setting, doesn't do everything equally). The one or two things d20 does well do not interest me. When you tell me it's a d20-based game, you'll have to start telling me right away what -- not how, but what -- it does well that differs from stock d20, and you'll need to do it in a way that simultaneously tells me that your game does what I want and make me not question why you bothered to use d20 at all.

    Maybe I sound like a bit of a dick here, but you want bluntness. You put yourself in a hard position by trying to make an "indie20" game. Hell, I've been tempted to try a couple times, and I always come back to "and why am I using d20 if I'm deviating from it this greatly?" Kudos for doing it and making a game people like. I suspect you have something good there, but there's too much baggage around "d20" and lengthy game books to interest me without warming me up first.
    •  
      CommentAuthorJosh Roby
    • CommentTimeAug 21st 2007 edited
     # 60
    Justin, I'd take a moment to list off all the things that the players do in a given game. And I mean, like, the nittiest-grittiest bullshit involved. Calculate spread. Spend Hero Points (can't remember what they're called). Use Nemesis Relationship to boost die pool or whatever. Winnow out the generic ones that you can find in any other game. With what's left, make a stacatto-rhythm beat-by-beat description of play. Dump in a lot of color. See if it looks like back cover copy.

    If it's feasible, you might want to rearrange your subtitle. "Adventures penned by literary giants" is incredibly passive. In the absence of a title that explicitly says what the players do in the game, reworking the subtitle to do so may help. "Adventure in the World of Victorian Literature" is closer, but can be read as imperative (You there! Go adventure in the world of blah blah blah) or as dull description (It's an adventure in the yeah yeah yeah). Or you can really punch it up and make it subversive -- something like, "Write between the lines of Victorian Literature" or "Cross pens with literary giants" and so on.

    That difficulty table is gold, as jenskot said. Put that on your webpage. Ditch the stuff that's like "two kinds of die rolls" -- to be perfectly frank, nobody really cares. At best, you're saying "this product is less annoying than products with which you are familiar!" Every line should explain why a person wants to get excited about the game. Which means, go back through everything, and if it wouldn't get somebody excited about the game, rewrite it or ditch it.

    Oh yeah, and: remove all instances of d20. Replace with twenty-sided die.
    • CommentAuthorjdrakeh
    • CommentTimeAug 21st 2007
     # 61
    First, I love Dawning Star and am looking to repurchase it soon, so it's not you. Second, I love Victoriana and period literature, so it's not the subject matter. Third, I like d20 for non-commital, action-oriented, gaming. And therein lies the problem. Passages seems like it has something to say. It seems like an incredibly cool concept with a deep undercurrent of philospohical badassitude. It seems like a horribly awkward marriage. d20 is really big on the G, which is ostensibly why the system is the juggernaut that it is. d20 fans love it because its heavy on the G and that's what they want out opf d20 games. By design, it has almost no N and very little S. IME, people who want deep concepts and messages, want N and S in spades but could give a rat's ass about G. Looking at the big picture I could have told you that a d20 game with a heavy concept would be a hard sell ;)
    • CommentAuthorJDCorley
    • CommentTimeAug 21st 2007
     # 62
    A bit of slightly counter-to-the-thread advice, if you are committed to your d20 variant, you should know that for those of us who don't consider that a bad thing, or who even consider it a good thing, it's not really a selling point, but it is something factual that you have to deal with. Go ahead and put "uses a variant of the popular d20 system" (or whatever the legalities require), but don't worry too much about it if what's really making the game cool is the non-system content. GURPS supplements don't say "Uses the GURPS system, a simple but highly extensible 3d6 blah blah blah blah"...it just puts GURPS on the cover and says it's required and that's that. This is because the attraction of a GURPS game is not the system. If the system is not a selling point, don't try to sell it with it.
    •  
      CommentAuthornoclue
    • CommentTimeAug 21st 2007
     # 63
    Posted By: jdrakehan incredibly cool concept with a deep undercurrent of philospohical badassitude


    Now that's a quote that sells. But seriously, I'm late to the party, so maybe I don't have as much anti20 baggage. I think you could make it work for you, if you embrace it. Like:

    "Bringing the D20 into the storytelling age!" or
    "Hippie-fy your twenty-sided dice!" or
    "And you thought 20 sided dice couldn't tell stories" or

    My biggest problem with the website, though, is I'm not really sure after reading it what I would be doing in a game session. Who am I playing? Where? What cool things are we up to? I've heard good things about the game on "Have Games Will Travel" but now I can't remember the details, save that there is Victorian correspondence involved.
  21.  # 64
    And because I revel in being wrong, it seems my impression of the Passages mechanic was on crack, and I now intend to give it a deeper look.

    -Rob D.
    •  
      CommentAuthorTemple
    • CommentTimeAug 22nd 2007
     # 65
    I just want to say one thing:

    Ive been digging Passages for about a year now, and Ive been dying to get my hands on it.
    Ive got the demo lying on my harddrive, and I poke through it from time to time marvelling at the elegant simplicity of the reworked d20 system and the coolness of the games premise.

    In short: I love it and want to buy it, but I havent had the opportunity or the cash yet.

    Just to let people know that there are in fact people on the net who have heard of and like the idea of Passages.

    I also think the name is cool.
    •  
      CommentAuthorrenatoram
    • CommentTimeAug 22nd 2007
     # 66
    Justin, I only want to add: your concept really sounds good to me, so if I was too blunt (even if you asked for it) bear in mind that I wrote in a haste before going to bed... it was late here in CEST :)

    Anyway: I could obviously be wrong in my assumptions, but for you, and for the purpose of selling your game, assumptions like mine are exactly where the problem lies.

    Your system could maybe appeal me, but that's not really conveyed by the info on the website.

    Another remark, about price and page count. Yes, your price is reasonable for a 300 page book. But.

    You are using (if I understood correctly) a system that NEEDS hundreds of pages to be spelled out. If you had used a lighter system, one that fits... lessay 40 pages (so not one of the ultralight ones, either), you could have done 100-150 pages of setting, color, theme, advice on how to run the game, advice on how to capture the flavour... an still be able to sell the game for a more "catchy" price, like 25 dollars max.
  22.  # 67
    Justin,

    Here is my current summary of this thread:

    For d20 players, they are charged about this game and curious. Most just haven't heard of it (for whatever reason).

    For story-gamers, d20 is a really hard sell, and you are going to need to explain exactly how Passages delivers story game goodness if they are going to take a look. Right now, they are all saying, "Oh. d20." and putting the book back on the shelf.
  23.  # 68
    Hmm. If you go with the idea to hide the fact that it's D20, then I wouldn't even mention the die used. Just say something like, "Resolve everything with a single roll of the die!" or something like that.

    But, actually, I'm with JD on this one (hey, it happens). If it's D20, just say that it's D20, and be done with it. Don't prevaricate. You obviously thought that there was good reason to go with D20, so stand behind that decision.

    Then go with Josh's advice, and show people what this D20 game does that other D20 games do not.

    Mike
  24.  # 69
    Wow! Go to sleep and wake up to 70+ posts of hard-charging input. Did I say thank you? I did? Well, I'll say it again. To clarify, it is based on d20; indeed, I have a copy of the OGL in the back of the book (though SotC does too). But it doesn't play like d20, and I really do think that the modifications support the kind of play that indie gamers are looking for. But -- and here's the important part -- this thread has helped me identify the disconnect between the game and my marketing of it.

    I am going back to the drawing board armed with a lot of great insight. And I've got something of a new tagline I'm toying with that gets the concept across a little better: "There are twenty faces on the die. Each one tells a story."
    •  
      CommentAuthorTemple
    • CommentTimeAug 22nd 2007
     # 70
    Well, technically its not d20, its OGL..
  25.  # 71
    I had *briefly* come across Passages a week or two ago. My instinctive reactions:

    (i) Nice artwork.
    (ii) The faux-Victorian blurb is amusing but trying too hard to be prolix in places. If you're going to do that sort of thing, do it better, and give it more of a Victorian presentation, like a showbill. Seeing that kind of text in sans serif is jarring to me.
    (iii) Overall, I was left wondering "what does this game do for me that wouldn't be handled adequately by Cthulhu by Gaslight?" (or indeed, Spirit of the Century).
    (iv) The review quotes should be given much more prominence. I care far more that Paul Tevis thinks it's good than that the designer thinks it's good.
    (v) If it really does do that Jasper Fforde type "adventure within a famous story" thing, then you should be saying that much more plainly. Because that sounds very cool, and I would never have guessed.
  26.  # 72
    Personally, I have no interest in Passages. There are several reasons why and to be honest most of them have been covered already, but the gist of it is that it's a numbers game:

    Games published > Games I've heard about > Games I want > Games I buy > Games I read > Games I play


    Since there are so many games published, a lot fail at the first hurdle because I don't get to hear about them. Passages passed that because it was on the front page of IPR and on Voice of the Revolution (or was it HGWT?). So it got into Games I've heard about.

    It didn't make it to Games I Want though. This is for two reasons:

    1) 300 pages. I don't have time to read a 300 page book. I don't really have time to read a 150 page book. I still have stuff which I bought just after last years gencon which I haven't read properly yet. If I had time to read a 300 page book, I'd read Wild Talents (which I own), Rune Stryders (Which I also own), Mage: The Awakening (Which I've owned since it was released but have never opened), Edge Of Midnight (Ditto), Earthdawn (OK, that's 950 pages, probably not a fair comparison), Reign (Which I don't own, but would buy if I thought there was any chance I'd read it), Unhallowed Metropolis and The Savage World of Solomon Kane first before I even looked at anything else.

    2) d20. There's no way to be tactful about this and you wanted blunt. I never buy d20 products. Going back to the earlier diagram, Games I've Heard Of is so much bigger than Games I Play that I need to make pretty ruthless decisions about what I'll buy and really don't have time to research every single thing on the market. As a result, if a game is in any way even tangentially related to d20, it gets instantly dismissed with no further investigation. This saves a lot of time. Possibly I am missing out on some decent games, but I'm already missing out on tons because I simply don't have time to read them, so the loss of the two or three d20 books a year I might have liked is no loss.

    It's worth noting that 1) is far less of a stumbling block that 2). There are 300 page games which I'll buy. There are no d20 games which I'll buy. d20 is not a hard-sell, it's a no-sell.

    Nothing you haven't heard already in this thread to be honest.
    •  
      CommentAuthorLxndr
    • CommentTimeAug 22nd 2007
     # 73
    No, 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.

    Things that kept me from buying Passages:
    * On a regular basis, without knowing anything about a game, $20 is my soft limit, and $30 my hard limit, for game books, regardless of length or production values. High production values are, honestly, sometimes an explicit turn off, as they fuck with the {book price :: play experience} ratio without actually making the play experience any better. (what the hell is with the price inflation these past two years? this year, it was hard to find games UNDER $20; my reasonably-priced Fastlane at $12 now looks like a generous minnow swimming with voracious sharks). You are currently above that hard limit.
    * I was on a very strict budget this year, thanks to the whole surgery thing, which made me not even consider the above-$20 books.
    * GenCon was the first I'd heard anything of Passages more than its name. And hearing "d20" made me immediately stop considering it (this also happens when I hear 'FUDGE' or 'FATE'). Granted, that's about all anyone could tell me about the game at the booth. The descriptions in this thread make me curious, although not curious enough to climb over my hard limit to buy a product in the d20 system.
  27.  # 74
    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.


    At risk of derailing this thread:

    Alexander, you are entirely correct and also completely wrong :^)

    When I say "entirely correct" I mean just that. Technically, what you say is 100% correct.

    However, there is a tacit understanding that a book marketed/described as "OGL" is actually a d20 book without the trade mark. Usually this also means it contains character creation and advancement rules, which are the main restriction of the d20 license. That's just what it means to the majority of consumers these days. They might be wrong, but they know what they're getting when they buy OGL Conan and OGL Horror.
  28.  # 75
    Well, I don't think it's derailing the thread at all (and I'm guessing the thread is nearing the end of its natural life in any case). The term "d20" covers a wealth of sins, e.g., the license, the system, the die itself. To be even more technical, the name of the license is the "d20 System License". "d20" is often (probably even most often) used to describe the system. So, it's not incorrect to refer to OGL Conan as a "d20 game" at all. And, for purposes of this thread, it highlights the pitfalls of marketing a game that uses the d20 system (even in a highly modified form like Passages). As some have pointed out, even referring to just the die as a "d20" carries alot of baggage to the end consumer.
    •  
      CommentAuthorrenatoram
    • CommentTimeAug 22nd 2007
     # 76
    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.


    And that's one of the reasons, I guess, SotC is not marketed or described as such. Even if it DOES use the OGL license... to distribute the Fate engine, instead of the d20 one :)
    •  
      CommentAuthorGraham
    • CommentTimeAug 22nd 2007 edited
     # 77
    People 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 not that funny and they make it look as though no-one's actually said 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
  29.  # 78
    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

    Done and done. It will take me a good month to reboot the website I'm guessing, but I'm on it.
    •  
      CommentAuthorAnemone
    • CommentTimeAug 22nd 2007
     # 79
    I'm glad this thread was apparently useful, because the truth is, I'd like to be sold on Passages. Convince me the system as-is is going to do the job of launching literary Victorian adventures and stories better than if I slap another system on the concept! :-}
    •  
      CommentAuthormisuba
    • CommentTimeAug 22nd 2007
     # 80
    Agree with Graham 100%. Your website is your first impression.