When I see a new roleplaying game, the first question that pops up is “what do you do?” It is sometimes called the “elevator pitch” – you’re in an elevator with a top producer and you have thirty seconds to sell the game.
The elevator pitch for The Troubleshooters is this:
“Imagine a fantastic world of the 1960s, divided by the cold war, where evil organisations try to take over the world, and superspies and secret agents try to stop them while fighting each other.
Imagine a world where you travel the world like Tintin, unmask heinous villains like Scooby-Doo and the Mystery Gang, unravel mysteries like Nancy Drew, do heists like Carmen Sandiego, stop evil masterminds like Spirou and Fantasio, solve crimes like The Saint, and even catch spies like The Man from UNCLE. That’s the world of The Troubleshooters.
Together, you and your band of troubleshooters help people, and fix the kind of problems that only you can fix.”
I think that clocks in at almost precisely seconds if I talk fast, and it covers “what do you do” as well.