Overall, it got a pretty positive response. Rough, yes, as you'd expect of an alpha playrest, but we mostly focused on details, rather than the core mechanics of the game. I could hardly ask for better results! A clear story structure asserted itself even without a central GM or preparation, so that seems to go well. What did come up in our post-game discussion:
- We'll try next time having more of the character decided outside of initiations, possibly even allowing for characters to be half-created before the game starts.
- The beads and strings turned out to cause a big headache. Next time, we'll try a combination of a paper character sheet and poker chips.
- Does the game rely too much on interpretation? Does that make it too much of a burden to play? I think that poses the main question for the playtests as we go forward. Tonight, it worked out just fine, but we'll need a lot more testing before I'd feel comfortable giving a solid answer to that question.
We've found two more local playtesters, and I'll experiment this week with MapTool to see if it might provide a useful platform for an online playtest, since I have a far longer list of playtesters who could play online over Skype.
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