I am the Warden!!
With all the Kickstarter prep out of the way, it's time to get back to the real work and make playtest revisions to Killshot. Last Friday's run-through of the Drug Dealer Job went very well and resulted in a crack pusher lying on the front steps of his apartment building with his brains for a pillow. Suggestions were made to fix a couple of glitches/discrepancies and after a review of all my notes, I'm looking forward to getting my hands dirty again.
(On that note, I've started up an advice column on the Broken Ruler site called The Director's Chair suggesting how to read the dice for descriptions on successful or failed dice rolls. Highly recommended for those running playtests at the moment.)
As I write this, I'm sitting in a hospital waiting room for a follow-up appointment regarding my accident thinking about how players have learned about the game. Simply put, do new players really need to learn the entire game in one fell swoop?
Showing posts with label achievements. Show all posts
Showing posts with label achievements. Show all posts
Wednesday, 25 January 2012
Tuesday, 30 August 2011
Replacing the Flux Capacitor
I am the Warden!!
If you've read my last post on the Matrix: Restoration playtest, then you'll know that we broke the Optional System. And it's a good thing. Breaking the game allows you to see the long-term flaws of a game should you allow it to extent to the point of ridiculous bonuses and limitless potential. If you don't push your mechanics to the limit, you'll never know what they can do.
This past weekend, we were rolling into the 70s, 80s, and even 90s on some rolls. It... was... insane. And while this may seem to border on the absurd, one key element remained. We had fun. Every playtest I've ever run so far has resulted in every player shouting out for joy at least once. That, to me, counts as a huge success. From these results, we discussed what worked and what didn't to develop revisions to many of the core mechanics of the Optional System. There's quite a few of them, so get comfy and let's get started.
If you've read my last post on the Matrix: Restoration playtest, then you'll know that we broke the Optional System. And it's a good thing. Breaking the game allows you to see the long-term flaws of a game should you allow it to extent to the point of ridiculous bonuses and limitless potential. If you don't push your mechanics to the limit, you'll never know what they can do.
This past weekend, we were rolling into the 70s, 80s, and even 90s on some rolls. It... was... insane. And while this may seem to border on the absurd, one key element remained. We had fun. Every playtest I've ever run so far has resulted in every player shouting out for joy at least once. That, to me, counts as a huge success. From these results, we discussed what worked and what didn't to develop revisions to many of the core mechanics of the Optional System. There's quite a few of them, so get comfy and let's get started.
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