The Pitch

I’ve had pretty good success pitching this game in person at conventions and in groups of friends, but I tend to go on a bit, and that lengthy style doesn’t work so well in text form.  So now I’m trying to find the wording that will best give the game’s audience the info they need.  I want to show how it’s unique and not redundant with other games, and communicate the play experience as strikingly as possible so readers can envision the fun they’ll have.

Here’s my latest take:

Within My Clutches

A Supervillains’ Lament

a game of supervillain stories for 4-5 players

Your power is great.  Your plans are grand.  A few vexing needs gnaw at you, but after you seize what you desire, nothing will stand in your path.  Juggling tenuous achievements with an epic master plan would be beyond normal people, but for you, it will be child’s play.  Really.  Uh huh.  Yep.  No doubt.

Take turns describing and portraying the adventures of your own badass, neurotic villains!  Play consists mostly of talking — while you play your villain, the game rules and the other players present your villain with options and opportunities.  All the while, everyone rewards the story-telling they like best with points for bonus screen time.

How will your story turn out?  Will you meet your needs and complete your master plan, crash and burn from over-reaching, or in between?  Show your friends your villainous efforts, roll the dice, and find out!  Then help them do the same with their villains!

Your villain will wallow and rant and revel, and you all will laugh and celebrate the villainy.

This game includes sets of pre-made villain characters and guest stars, as well as rules for making your own.  10 6-sided dice and pencils not included.

That’s the pitch.  Feedback welcome!  What’s missing?  What’s redundant?

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about Within My Clutches

Within My Clutches is a tabletop roleplaying game.  4-5 players, 1 session of 3-4 hours.

Players tell fun stories about neurotic supervillains.  There’s a lot of collaboration, a little bit of strategy, and a lot of luck.

I’ll post separately with my best attempt at a proper pitch (one of the many things I’m looking to hone).

State of the Game:

I’ve playtested this game a bunch, gone through many iterations of the mechanics, and now the rules are done.  The game works, and is reliably fun for groups who have the creative energy to make stuff up for several hours.  The user interface still needs tweaking and testing, and I’m currently working on designing that in tandem with making some publishing decisions.

Plans:

My hope is to offer the game as a box full of separate, handy materials, but I’ll likely also publish it as a book for the cost-conscious customer.  Once I know exactly what I will be publishing, I’ll do a Kickstarter or IndieGoGo campaign to raise money for printing, and to pay artists, like this guy.