Demo Sessions

Cherry Picked Games is starting up another round of Catalyst demos to help introduce people to our wonderful role-playing game. We are still setting a lot of dates in stone, but the first demo will be at Card Kingdom in Ballard. We will be there from 6-10pm, Thursday the 25th.

So what are these demos? They are a chance to try out Catalyst in a quick, noncommittal mini-session. Players take on the identity of one of our premade characters for a brief scenario. They work together to help the Seattle militia with some threat to humanity. Whether it is sniffing out a demon-worshiping cult, quelling a riot about the plague quarantine, or driving a speed boat into a giant monster, players will get a taste for the Catalyst universe.

With everything ready-to-go for players, the barrier to entry is removed. Players with no experience in role-playing games can step up and quickly learn Catalyst. More experienced gamers are able to speak with us, the game creators, about what differentiates us from other RPGs and why Catalyst is right for them.

Whether you are already a fan or just curious about this game, you should come by and roll some dice with us. See why playtesters brought Catalyst into the world through Kickstarter.

We Shipped...

I never made an official post here about shipping. All the Catalyst Kickstarter copies and pre-orders have been sent out. If you haven't received anything from us (including digital rewards) please let us know.

As mentioned through Kickstarter, the custom dice for $90+ backers are delayed and should arrive here in a couple weeks. We'll post KS updates and double check shipping addresses with people when the time comes. 

The player and game master apps are coming soon. The Android player app will be first; expect details within the week. The others will be hot around the corner.

Three more backer-commissioned  premade campaigns are also in various stages of completion. The "Fourth World" playtests are wrapping up, so our gunslinging, Northern-Arizona saga will be available shortly afterwards.

Thanks again for the love all around. Send us pictures, stories, sketches, character sheets, rule disputes, or whatever other Catalyst fandom stuff you have. We can't wait!

--Alex

Party Dynamics

Catalyst’s manual features six sample characters that players can read about and be inspired by. These were sponsored by Kickstarter backers eager to share their ideas. We ended up with an interesting mix: Bonesaw the pro-wrestler, Brad Swagger the action movie star, Chad the illusionist frat bro, Gianna the assassin pizza cook, Rhys the survivalist demon hunter, and Tucker the naïve college student. All six have portraits, biographies, and filled-in character sheets in the game manual to help new players get a feeling for playing Catalyst. These characters all explore different skills, magics, and tactics for Catalyst characters. They would also make a curious party.

There is a lot to consider when making a character. You need to think about their strengths and weaknesses, their history and goals, their temperament and mannerisms, and all the little things making them a compelling “person” instead of a vehicle for rolling dice. Just as important as the character is their role in the group. Role playing games are social and having the right dynamics transforms a session from a game to an experience.

The first thing to focus on (and too often the only thing to be acknowledged) is ensuring the characters have complimentary skills. In the sample party, Bonesaw and Gianna are close-range melee fighters. Rhys and Tucker have firearms skill to add ranged support, and Chad and Swagger have spells to assist in either scenario. Some are charismatic, others intelligent, some just plain strong. Bonesaw is an excellent fighter, but would fail when discretion is required. Gianna and Chad’s stealth skill and illusion magic compensate for their ally’s shortcomings. A party will always have some holes, but figuring out the worst deficiencies and adding characters to compensate is a good start.

Having a cohesive party is not only about mechanics, but personalities as well. Part of this derives from the characters’ attributes: who is smart or charming is mostly determined by stats. Another part is purely story. Why would the hyper-competent Rhys work with the unjustifiably arrogant Brad Swagger? Perhaps Rhys is the only person Brad admits his shortcomings to and is seeking actual training. Or maybe Brad coincidentally saved Rhys’s life and the hero owes the fraud a favor. Not answering such lingering questions leaves a party feeling incomplete at best and damaging to the story at worst.

Finally, it is important to consider the characters in terms of their egos and archetypes.  Bonesaw is a larger-than-life figure while Tucker is someone you feel like you would encounter both in reality and in the apocalypse. Either could be played straight or comically. The delivery of the characters is important to consider when designing a party. Having everyone role play as a joke character may be humorous at first, but prove detrimental when trying to advance the plot. Likewise, a group of straight-laced, hyper-serious characters may be dull to play and encourage little drama or adversity. In comedy, the goofy character needs the straightman to be funny. The same applies to role playing: Chad’s bro-antics are less interesting if no one is exasperated by them.

When players create characters with complimentary abilities, personalities, and deliveries, an RPG story flows smoothly. You see players talking to each other and working together, instead of stepping on one another’s toes. The Catalyst sample characters were born from different personalities, desires, and gameplay styles. In a real game, they would go swimmingly together.

--Alex