I recently submitted a few game blurbs to Celestion & Big Bad Con, and I thought that how I come up with blurbs might be useful. Especially because, for some reason, I always stall on this until the last possibly minute. So, codifying my thoughts will help me out, and I hope it helps you, too.
Here are the blurbs for my Celesticon games:
Name: Operation Atomic Wichita
Game: Leverage/Cortex+
GM Provides Characters: Yes, with quick character creation
Power Level: Competent Commandos
Rules Knowledge: Beginners Welcome
World War II is heating up! The Axis powers recently capturing Paris and, with it, France. And it looks like the war’s about to get worse, if what’s rumored is true. A motley crew of Allied commandos are tasked with making their way to an ruined castle where the Nazi occultists known as the Thule Society are working on some sinister project. Maybe they’re deluded, but Command is taking no chances. Get it, deal with the problem, and get out. Salute!
This Leverage game will be drifted to fit WWII commando characters, and with a touch of occult horror added to the mix!
Name: Emerging Threats Unit
Game: Fate 3.0 Horror
GM Provides Characters: Yes, with quick character creation
Power Level: Competent Agents
Rules Knowledge: Beginners Welcome
You’re the elite, secret unit in the Centers for Disease Control known as the Emerging Threats Unit. You’re Earth’s second line of defense against supernatural incursions. You’re who get called in when the local authorities die of mysterious, monstrous entities. And now such an outbreak has happened in the tunnels and alleys of San Francisco. Get to the bottom of this and exterminate the hostiles, before FEMA’s team comes in to trigger an earthquake the “pacifies” the city.
This highly customed Fate game streamlines skill & stunt choices, and adds a layer of investigation & horror to the mix!
And for Big Bad Con:
System: Mythender
Power Level: You’re going to kill a god
Experience Required: no
Maturity Rating: R-18
Number of Players: 4
Game Length: 4 hours
Characters Provided: Will be quickly created
Do you want to stab Thor in the face? Do you want to be a living, breathing incarnation of wrath that will bring the gods of Mythic Scandinavia to their knees? Do you want to remake the world in your image, and burn all those who stand in your way? Then you are a Mythender, destroyer of gods, unmaker of ideas. Come and END THOR with us.
GM: Ryan Macklin
System: Unknown Armies
Power Level: Street
Experience Required: No
Maturity Rating: R-18
Number of Players: 4
Game Length: 4 hours
Characters Provided: Yes
You know Rhianna? That gal that works over at the diner, busting her as for seven-five and crap tips? Yeah, her. So, last night she starts speaking in tongues and the diner bursts into flames. Plenty of bodies…but not hers. Now gents & lasses, we have ourselves a serious situation. A normal got herself immense power & blew up a building. That needs to be dealt with, so I hired you freelancers. You know the Weird, you’ve seen things that crack minds. Go fix this, or you might be next.
First of all, know that I’m writing all this advice after having made those blurbs above. So in writing this, I’m already seeing where I could have done far better.
The basics are pretty easy. You need a name of a game & a description, and to communicate your initial expectations — things like maturity rating, power level, experience needed, game length, character pre-gens/expectations, etc. The latter’s pretty easy, but making that blurb is a real pain.
First of all, the truth: Your blurbs rarely mean shit.
Really. People don’t always read them. They don’t remember them when they get to the table. Next time you run a convention game, ask how many chose your game based on the blurbs. I’ve had people in my games that just showed up “because it was open,” others because the game system seemed neat, or the GM is known to be good. And in indieland, we’ve more or less eschewed blurbs entirely, instead just saying “I’m running Danger Patrol.” So, your blurb isn’t as important as you might think. Part of this is because the skill of blurb writing and of GMing are totally different, thus there’s no guarnatee that the blurb has any meaning. Long-time convention gamers know this.
Still, having one is good, because most convention organizers expect one. And because while a blurb isn’t something to base a game on, there are ways that casual glances at it can trigger sign-ups (even if they have forgotten what the blurb is between sign-up and play).
How long should a blurb be?
65 to 100 words. Usually, just one paragraph. I violated that second bit above, but I also imagine that’ll get edited down. But don’t go over 100 — that’s a waste of your time and of that one person who will actually read your blurb. Don’t go under 65, because that looks anemic, and while people don’t seem to care much about blurbs to pick a game from, they will see and over- or under-written one at a quick glance.
What is the point of a blurb?
Blurbs aren’t about information. They’re about emotion. You need to convey the feeling your game is going to give. Horror? Let’s see some horror in your blurb. Fantasy? Let’s see that. Action? Mystery? Intrigue? Bring it the fuck on. There’s an idea in journalism and fiction writing called “show, don’t tell.” Show us what you plan on the game being about. But that’s “be” advice. Let’s see some things you can do to make that happen.
Start with an exclamation or question
Exclamations get us excited. Questions engage us. While not perfect, they tend to be far better than simple statements. That might turn a simple glance into an actual read.
Start with “you”
If you aren’t going to start with an exclamation or question (because that doesn’t necessarily fit the vibe you’re going for), at least start with “You.” Make the reader feel like they’re the center of that blurb’s universe. Because, frankly, they are. And again, that might turn a simple glance into an actual read.
Tell the Important Three
There are three things that make up the start of a convention game:
- Who the characters are
- What situation they’re about to step into
- What the mood of the game will be
These are the Important Three: the things that matter most to your description and the game. Who the characters are is important because people want to know what they’re going to play. A Call of Cthulhu game where we’re civilian passengers on the Oriental Express isn’t the same as the one where we’re a commando squad on that same train.
The situation in brief that the players can expect is important. It tells us the intersection between character and plan. That Call of Cthulhu game will be different taking place on a train in the 20s than in the sewers of modern-day Chicago. Situation sets up expectations as much, if not more than, characters do.
The mood is also key. That Call of Cthulhu game in the Chicago sewers could be a high-action game, or a high-horror game, or something else. Mood will make or break a game, either when you get a mix of people who don’t want the mood you’re trying to sell or the players actively want different moods. Now, here you might not want to be explicit about the mood; instead, make sure the text reads like it’s soaked in it. That will also help keep your text from being boring.
End with Purpose
If someone reads your blurb in full, the last thing will stick in their mind. So make sure you end with purpose — call back to the emotions & mood you’re working to convey. That will keep your game in someone’s mind as they skim other blurbs.
Finally: It’s Okay To Lie About The Little Things
Yes. Lie. Again, people don’t remember your blurb, and don’t expect your game to hold up 100% to what’s in the program. The first time I ran the Unknown Armies game above, I didn’t have the speaking in tongues part. And asking the initial question didn’t make sense in the game. But what I did have was a group of people, who were part of a secret organization, dealing with some weird shit in a small town. And there was a gal that blew up.
The little details don’t matter. The Important Three and the emotion you’re trying to convey do. So when you’re making up the little details, don’t feel bound to them. It’s better to run a good game that doesn’t happen to involve a minor detail you mentioned in a blurb than to shoehorn one in.
There you have it. And you can apply these ideas to the blurbs I made above, and see how they’re weak. But let’s turn this around: What are some good blurbs you’ve seen? Have any drawn you to a game? Tell us what’s worked — and what hasn’t — for you.
- Ryan