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Showing posts from October, 2017

The week of October 25th

We weren't able to get a playtest together on the 15th, but Billy did have a great idea for how to change our pass/fail cards. We were considering adapting them into three roles, but his solution was much simpler: just have everyone vote for who they think should complete the task. The winner of the vote narrates how the task was handled, and if there is no majority, the task is failed. The winner of the most recent task is not eligible to do the current task. We liked this a lot because it was simple, it was quick, it required no extra materials (you could really just point to who you thought should do the task) and it still required people to be on the same page about all of their different powers. On the 25th we were able to get two playtests in, with this system. I have a lot of notes on these, but in short: As we began to note during GenCon, it's difficult to keep track of who everybody is. Especially in larger games For 4-player games, we should consider having the

The Week of October 11th

On October 11th we conducted the first playtest we'd done in quite a while. The biggest thing we wanted to look at for this test was the crisis resolution system we'd been talking about for so long. The results of the test taught us a lot of new things and reminded us of a lot of old things: Because you never pick up your cards, you learn more and more about each other's remaining hand as time goes on. This makes the final task a foregone conclusion. We knew about this in advance, but it was good to see it in real life too. One of the players at the table had the expectation that the bulk of the crisis round would involve coming up with a plan to fight the opposition The "no-talking" rule is still stepping on people's fun. As we spoke with our testers, the idea of replacing the pass/fail cards with something less binary came up. We really liked the idea of turning them into role cards, such as "Lead" "Support" and "Hang Back.&q

The week of September 27th

This week we reviewed the beginning tasks we had brainstormed alone and continued to define what we want them to do in the game. We decided that, in addition to the six things I mentioned in the last post, beginning tasks have an overarching goal, a greater objective that lets players know how to frame success and failure. This can usually just be rolled up into the task's description, but we separate it out on our card file just to make sure we give each task it's goal. Our overarching goal for the Prison Break from last week, for example, is to stop the opposition from escaping with the prisoner. Here's another example of a beginning task, a new one from this week's meeting: Name: Gala Quote: "And these are my +1's" Description: Reject Squad is attending a black-tie event! Unfortunately, so is the opposition! Task at Hand: You weren't actually invited to the event! Find a way in without disrupting the attendees. Important Question: What is the

Week of September the 20th

Hi all! Sorry for the lack of updates. Sometimes we get busy and don't meet for a while. On Sept. 20th, we continued to work on how we envision the new crisis system working. We know we want to have some beginning tasks to kick the story off with a more concrete direction for players to take the story in. We brainstormed a few up and realized that their structure included: A name A flavorful quote (which we may eventually replace the name with) A description An immediate thing to do So, for example: Name: Prison Break Quote: "They're making a break for it!" Description: The opposition is breaking someone important out of a high-security prison. Immediate task: The team has to find a way into that prison! We created several of these tasks, and decided we would try to create a few more before our next meeting. As we brainstormed these, we realized that there was a sixth element that was really great for these beginning tasks: a question for the group