You are not logged in (log in or sign up)
RPG Laboratory

How often do you playtest?

|

Or, for that matter, do you play test?

Personally, I don't get much of a chance to do so. My friends are not quite the kind of people who go through rules of their own accord - 2 have ADD, and the third is just plain busy. Normally procedure is for me to read the rules, then teach it to everyone else. This is why I'm always fishing for comments on my games - aside from the inevitable ego trip.

However, of note I've been able to get my friends to create characters for D&B with minimal explanation from myself, and will be able to run a game in the near future. So far, I've found ten points that need addressing

  1. Include Wits on character sheet
  2. Points traded between attributes on 1:1 basis
  3. Reexplain animus and speed track
  4. Note human SDI and AP at end of creation chapter
  5. Clarify filling out & use of ST.
  6. Rewrite initiative
  7. Change horde factor description (currently,a HF 5 has 25 attacks!)
  8. Clarify how setting traps works (successes in building/design = difficulty to avoid)
  9. Find a way for a person with an attribute of one to attempt a difficulty 2 task (open ended rolling isn't an option)
  10. Denote that both Heavy Weapons and Pilot are needed to use a tank. (more precisely - one gunner, on driver)

I think I also included somewhere else that I missed the dice sizes for ammo rolls, and that shotguns could trade DR for more targets.

Anything else I should consider?

I'll stand alone

I guess I vary here. I've always played loosely defined stories, which makes playtesting relatively easy. I actually start with basic rules and character stats, some skills, and a few defined items. I'm working on my second draft version, the first wasn't much. The second version should be atleast playable. I'm currently on my umm...about 10 game. I played my first game with everything (I had so far) written on one piece of paper. It requires players who don't whine too much and a relatively small group. You'll have to decide somethings instantly, but you can always make changes later and atleast you know potential issues.

*edit*
been thinking...

re: 9. could you let the player make 2 successful rolls rather than 1?

re: 10. do you really need 2 people to operate a tank and couldn't you use the tank without both? If a horde is approaching (let's assume slow moving), sitting in one place isn't going to cause a problem. And you could drive a tank without firing any shots. Not that you are incorrect, just it may need a further explanation.

On 9 and 10

I was thinking of stating it takes two rolls as well. However the task takes far longer as its split into discrete steps. Still not quite aplicable for everything though.

As to the tank operation, most units have a crew of 3 or 4, depending on if it has an automatic loader or not. Drivers tend to be physically separated, so you would need a 2nd crew if you wanted to move and shoot at the same time.

More to the point is that say "pilot jet fighter" doesn't immediately grant improved proficiency with the missiles. Nor does it require the HW skill - that is for man portable weapons. A vehicle's equipment is really a tech roll for working the targeting system. Continuing with the jet fighter - one with that skill could pilot it, and make tech rolls to lock on with missiles. These would be standard rolls, not the 4-6 of a general skill by the way.

Without heavy weapons, one would probably injure or even asphyxiate themselves with a ATGM's back-blast, and have no idea of how to use the sighting system. Lacking any personal experience with such weapons, I don't know if the on switch is clearly labeled, though I would imagine its not on the outer casing so a random obstruction can't accidentally turn it on. Untrained people probably couldn't activate it when reanimates are approaching.

Anyway, I haven't been able to play the game yet, though the characters are done. We have a life guard, a math teacher, and a UN diplomat on a small cruise ship (more of a seaworthy casino boat really) on their way to Suffolk from NY. Then the pirates show up with an eco-terror agenda and a stolen biogenics sample. Hilarity ensues.

There is a fine line between hobby and obsession. I seem to have lost sight of it some time ago.

To answer the question ...

Wargames I playtest. RPG stuff, like you, I tend to have to throw out for comments as there is never enough time to properly test a RPG. Wargames, due to their simpler nature (with some notable exceptions) can easily be playtested.

Reversal of thinking

Oddly, enough, I find things to be just the opposite. Game balance matters less in rpgs since the players will just work around it. However, its dire in a war game, since the pieces are not actually intelligent. Thus all my war games have gotten bogged down in trying to assign numbers before I can type it up - which is why I have 3-5 unfinished designs. (The closest to finish is an "anime giant robot" game where one of the pilot stats is "angst")

To this day, I wonder how people come up with point costs for units. Especialy considering that how they get wonky numbers like 63 or 422.

What wargames have you designed? Anything worth sharing?

There is a fine line between hobby and obsession. I seem to have lost sight of it some time ago.

A couple.

Only small press ones, and usually in collaboration with other gamers. I've done a lot of stuff for the SFSFW in their magazine. For a while, it was editiorial policy to have a stand-alone game in every issue, something I'm trying to keep up now that I'm editing it.

I've also done some work on a rules supplement for Wessex Games Panzerfaust system, which should be coming out this year (Steve Blease willing). There was Mecha Carnage by Gomi Designs, and I regularly playtested for Matthew Hartley. I also used to design wargames for the Liverpool University wargames society to run at our freshers' fair.

The only game I have written and published entirely on my own is Trash Tokyo - a kaiju wargame. The first edition is on line here. The second edition was print run of a couple of hundred copies that I schlepped around shows in the UK for a few years, along with a demo game of it. I'm currently working on a third edition of this game for release in 2007. I've revised the rules to allow for different damage effects.

The key thing about wargame rules I've found is that if you are going to use a points system, then you need to have a baseline for your points. After that, it's just a matter of working out how effective something is compared to your baseline. This can usually be done by numbercrunching, with the playtest to confirm your results. Don't try and construct a points system without a baseline. It doesn't work.

Angst. I need to know. How did you intend it to work in the system?

Ya Allah!

DUDE!

John needs that game for his Cthulhukaiju game. You definitely need to share. Plus, I have some Evangelian Ayanami doujinshi that might greatly improve my chances of scoring playtesters.

"G.M.sama, my character has a lot of angst. Are there any hentai babes to save on this adventure?"

What is this obsession with Rei Ayanami?

Evangelion doujinshi? I'll say no more.

If only they were of Asuka, but you can't have everything.

Robot Game

The game began as my third or fourth attempt at "four stat mecha" of course, like every other attempt, there are more than 4 stats, though its almost 4 stats per category. But multiple catagories is still breaking from the original ideal.

Its called "Dead EISS" (pronounced eyes). This both refers to the Mecha's name -"Enhanced Imperial Strike System", and the fact it is controlled in a rather unique way. The pilot's eyes are removed, and low-impedance cables are attached directly to their optic nerves. Hence "Dead eyed" pilots with cybernetics. These units are 2-3 stories (20-30 feet/6-9 meters) tall, and mostly notable over lesser units in that bad terrain doesn't slow them down, and they react a lot quicker.

Background wise, the empire that created the EISS has fallen, but that just leaves the galaxy like Africa in the 1960s - power vacuum, no experienced leaders, and far too many armed revolutionaries.

The mecha have Maneuver, Offence, Endurance, and possibly System. Pilots have Angst, Experience, Flair, and Action Points. I'm still working on the scale, but basically, you decide the stats for the robot, then asign a pilot whose abilities alter the mecha's stats, and weapons are classed as a bonus to attack at a certain range. I'm debating as to if there is going to be more differentiation between them. (Another problem with my war games - can't stick to the KISS system)

A unit has a set move range, but its maneuver stat is compared to terrain determining if it needs to slow down or not, and has its own action points, rather than other vehicle's that are cluster around command posts. Two variations exist, one using 2d6, the other 1d20. (One way bell curves for the mecha, the other is a bit easier to set difficulty since it doesn't change exponentially.)

I can type my notes and post in a day or two, but this is by far less finished than my rpgs.

There is a fine line between hobby and obsession. I seem to have lost sight of it some time ago.

Post 'em

If you have the time, that is. I'm sure we can help out.