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Wanted Megatraveller blurb

kafka47

SOC-14 5K
Marquis
Wanted a blurb to advertize a Megatraveller game. The blurb should be short and concise designed to lure new players. What I have so far is below.


Enter the world of MegaTraveller.

A shot rings out shattering the normalcy of an Empire of 1100 worlds and which lasted for over a thousand years…
Chaos reigns supreme, as factions of the imperial nobility vie for the Idrium Throne. A call to arms has been issued.
Fleets are mobilised; ground forces stand ready.
Be a merchant risking all to ferry passengers and cargo between the doomed and failing worlds of the Shattered Imperium.
Be a Diplomat venturing to strange worlds beyond the frontier.
 
I think U should re-arrange the paragraph to be put the dates first. A blurb should pre-suppose no knowledge about Traveller. EG: It is 1116, the Emperor has been assinated by his closest friend, his enemies now vie for control. The Empire's borders, safe for a hundred years, means nothing. You enter this universe a nothing, what will YOU make of it!

No disrespect to your version, but this is how I like my blurbs.

Yours,

E
 
<BLOCKQUOTE>quote:</font><HR>Originally posted by BenBell:
Hasn't the Imperium got 11,000 worlds, and not 1,100?<HR></BLOCKQUOTE>

Whoops!

But, seriously, I know the thing needs a serious rewrite but I am currently suffering from writers block.
 
IMO Your blurb is too general. Rather than describing the Big Picture historical/political situation, figure out what your campaign is going to be about and sell it based on a PC-eye view of what they're actually going to be DOING in the game.

If you haven't yet figured out what type of campaign it's going to be, start there. If you're planning a merchant game you don't want a bunch of folks to show up expecting fleet actions or high-level diplomacy, and vice versa.

I'll try to come up with a couple sample blurbs tonight and post them here.
 
Okay, here's something I whipped up. It's probably longer than what you're after (over 100 words), but it shows the sort of game-activity-centric focus that I feel makes a compelling blurb:

"Due to an assasin's bullets the once peaceful Imperium is now shattered by Civil War and the lives of itenerant Free Traders just got a lot more dangerous. Jumping from world to world, never knowing which warring faction will be in control at your destination, attempting to scrape together a profit in the face of chaos and uncertainty -- Is it worth the risk to run the naval blockade to a rich world-market? Will you use your ship to ferry covert operatives behind enemy lines? And what of the pirates and other unscrupulous souls who take advantage of the defenseless while the authorities are distracted? In wartime, ordinary people can become heroes -- or villains. Decide which path you'll follow in MegaTraveller."
 
Another one:

"With one assassin's bullets all certainty vanished, and the borders of the interstellar Imperium, once stable for centuries, now seem to shift overnight. As Diplomats, you travel into the contested areas to shore up support for your faction and deny strategic worlds and resources to the enemy. But in such times of chaos and fragmentation, where does diplomacy end and war begin? And how can you be sure that your faction is in the right after all? These are only a few of the challenges and decisions facing you as part of MegaTraveller."
 
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