Wednesday, July 24, 2013

Playtest update

Ran my group through the first playtest of the new rules last Friday. The playtest went well overall. The group found some things I needed to iron out.

1. Some Advantages need to be removed.
2. Some other Advantages need to be revised.
3. Lots of bits were left in from earlier iterations of the rules that needed to be changed/removed.
4. Some combat actions need to be revised.
5. Remove Stun/Shock Threshhold as a thing.
6. Clarify some minor bits.
7. Rearrange and clarify the Character Concept chapter.
8. Give the humans something to make them stand out from/better than the other races.

Overall, combats with the system went VERY smoothly. I especially liked using tokens to keep track of limited immediate reactions and the tactical choices having limited reactions creates.

I will finish updating the rules and post a new updated PDF tonight.

The playtesters created three characters:
A human martial artist focused on Unarmed Fighting.
A human techno-heretic focused on Guildcraft.
A human artifact hunter with a focus on Awareness.

They were all prisoners in an Erisian prison camp, dumped in the middle of the desert. They slept during the day and hiked eastward at night. On one night, they fought a large lizard predator. That fight went fairly well for them. On another night, they fought three other freed prisoners who were trying to steal their stuff. That fight went poorly and the techno-heretic was knocked unconscious. We cut that fight short when we realized we forgot the stun/shock rules. After that, I decided to excise those rules for being stupid.

Then they got picked up by a Zephyr-ship. Next week, they'll be level 2, buying some equipment, and going on a real mission.
The techno-heretic is forcing my hand a little because I hadn't converted the invention/gadget rules yet from the BRP edition. I worked on some guidelines for that today. I'll see how they work this Friday.

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