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General Forge Forums => Playtesting => Topic started by: Paul Czege on October 08, 2007, 04:43:49 AM

Title: [Infected] Children of the White Flies
Post by: Paul Czege on October 08, 2007, 04:43:49 AM
Hey Eric,

We playtested on Friday, September 28th. The playtest group was myself (as GM), Corinne Knipe, Matt Gwinn, and my wife Danielle. We had fun, which isn't such a common characteristic of playtesting, so, kudos. Most comments and questions are coming up in my second post. First, a play by play:


Paul
Title: Re: [Infected] Children of the White Flies
Post by: Paul Czege on October 08, 2007, 04:50:45 AM
Second post, comments and questions in no particular order:


Paul
Title: Re: [Infected] Children of the White Flies
Post by: Eric Provost on October 08, 2007, 02:59:04 PM
Hey Paul, good stuff.  That's plenty of information for me to digest.

Before I address your questions and concerns, I have a couple questions of my own, if that's cool.  I figure that the better I understand how things went the better I can address where things weren't awesome.

I know that Bourbon's motivation was Forgiveness and Bourbon's motivation was Escape.  But you don't mention if the players used those motivations to author goals.  Did either of the characters have goals that arched over the entire story, or were the motivations used to author goals that just encompassed a single scene?

You don't mention reel changes or the amount of time you had to play.  Did you use the new rule that says to change the reel when a third of your time is up?

Did you or either of the other players feel as if you were forced to create conflicts where conflicts where not naturally occurring in the fiction?

I'll probably be back around either later on this evening or sometime tomorrow morning.  Hopefully with some well-digested responses to your initial posts.

-Eric
Title: Re: [Infected] Children of the White Flies
Post by: Paul Czege on October 08, 2007, 03:37:34 PM
Hey Eric,

Yeah, it's a lot of information. But I wanted to let it all hang out. That way if we mis-read a rule, or misinterpreted something, you know not to trust our feedback.

Corinne and Matt could maybe answer the Motivation/Goal question better than I can, but my impression is that they took the Motivation itself as a general "goal," and just kept things loose in play until something satisfying of the Motivation seemed creatively possible. Did I miss something in the rules text that says the player should take the Motivation and write it into a much more specific Goal?

I wanted to use the rule about changing reels when a third of our time had passed, but we spent so much time getting up to speed on the rules that the first reel would have been just two scenes if we'd used the time limit rule. So I switched reels when it seemed to make sense, which gave us around 12 scenes total, and around 4 scenes per reel, with the last several scenes being a bit rushed. I guess it was a question of whether to rush the early establishing scenes, or the later wrap-up scenes, and my gut said not to rush the establishing scenes.

A lot of indie games these days have an initiate scene, and then drive for conflict framework. We didn't have a problem with it. (Though personally I'm feeling a bit starved for the experience of details and embellishment in my gaming lately, and I'd probably be more fired up about Infected if it delivered on it a bit. Doesn't seem to fit your genre though, so don't take that as advice.)

Paul
Title: Re: [Infected] Children of the White Flies
Post by: hardcoremoose on October 09, 2007, 05:31:23 AM
Hey Eric,

For the record, this is Corinne, or Scott, or however you might best know me...

Regarding the Motivations/goals...I don't know if we were supposed to customize the Motivations in some way (I don't think the game needs it), but I very much did use the Motivation as a guide to authoring my scenes.  That I failed a lot early prevented it from becoming evident, but I was driving towards fulfilling my Motivation in every scene I authored, and as many other scenes as I could.

In other news...

I'm not big fan of the reel change mechanic.  Real-time mechanics tend to leave me flat.  Take it for what it's worth.

I actually didn't have trouble framing scenes, but I did find myself being a little cautious so as not to step on Paul's toes.  No problem there though...it worked fine.  And conflicts seemed to flow very naturally for me.

I do think the scene framing stuff needs to be tightened up a bit.  It did seem awkward for Paul, who had to pick and choose who to deliver scenes to.

Like Paul said, I think Infection dice should be a viable threat regardless of who's holding the spotlight icon.

You need to do something with ties, apart from just "the GM always wins".  Going back to your old mechanic seems better to me, but you might be missing out on a great opportunity to do something even better.

I really don't like the title.  I advocate strongly for something You Are Ours or You Will Be Ours...remember the old one-sheets for the Italian zombie film Zombie, where it had the phrase "we are going to eat you" scrawled across the bottom of the poster, beneath the rotting zombie face?  That was cool and creepy.

I want to emphasize that the above criticisms are fairly minor.  This game was a lot of fun.  Perhaps the most fun I've had with a rpg in a long time.  It perhaps suits me better than Paul, but it was easy to slide into...I could play this a lot.
Title: Re: [Infected] Children of the White Flies
Post by: Eric Provost on October 11, 2007, 01:28:02 AM
Alrighty.  Finally I have some time to reply properly.

First off, that's an awesome AP report.  Second, thanks for taking the time and putting all that effort in to stitch together that mess of patches and re-patches.  I'm hoping that the new document I sent out earlier today will resolve all that mess nicely.

Now lemmie see what I can do about those points you made, Paul.

1.  Agreed.  I won't miss that opportunity again.

2a.  I don't know if I have the specifics of those rules hanging around anymore.  There were two iterations.  The first one regulated your dice based on how many monsters were in the scene.  The second regulated your dice based on how difficult it was to 'escape' from the monsters.  I decided that I didn't like either when I realized that I hated not being able to have the PCs surrounded by monsters in the first reel.

2b.  Really?  This is a total stunner for me.  You didn't feel the urge to have the monsters showing up at every opportunity?  Really?  I'm not sure what, if anything, I could do to the rules to resolve that issue.  Suggestions?

3.  I've confused folks with this one before.  It's one of those things that I keep neglecting to articulate in the text.  I think I've cleared it up in the V2 ashcan, but here it is in a nutshell:  When another player wants to help you out, then they roll their dice and you roll your dice, but you treat all the dice the two of you rolled as if it were one person rolling them:  You.

4.  I'm a bit confused.  It seems like you might be conflating two different rules.  One of which is obsolete with the new patch.  I'd like to put this one on the back burner for later.  If the new document doesn't clear things up for you, let me know.  We'll iron it out.

5.  It's a possiblity.  I'll keep it in mind.

6.  Agreed.

7.  I was a little lazy in this aspect of the patch.  After a bit of consideration I decided to iron out that particular bump.  In a PC vs. PC conflict the tie goes to the agressor in the first round, and to the desperate and crazed in future rounds.

8.  With the change in how we're reading the dice, it felt like the right thing to do.  There will be fewer ties, so I wanted to give that little bit of edge back to the GM. 

9.  Interesting.  I'll keep it in mind.

10a.  That's correct.

10b.  Yup.  You know, it's kinda weird.  I never explicitely stated that the GM and players are free & encouraged to narrate in all sorts of NPCs that aren't central to the story.  It didn't seem necessary.  But somehow the system seems to discourage folks from bringing in lots of disposable NPCs.

11a.  Agreed.  There's no way I'm actually gonna print those cards for publication.  I watched Jason M. go through that hassle with the Roach too.  I expect the final product will either have a page for photocopying, a PDF to print out, or a suggestion to just write the motivations down on scraps of paper.

11b.  I'm just a little dissapointed that you didn't use the cards I sent.  I think that the artifact of the card sitting in front of the players has an important, if subtle, effect on the game.

12.  What's so awkward about a character having two scenes in a row?  Also;  What's wrong with a single player authoring two NPCs in a row?

13.  I seriously need to work on articulating what I do with this thing as a GM.  I started with it just a little bit in the new document, but not nearly enough.  What I do with the game is something between what you did and what your players suggested that you do.  It's kinda like:  "Hey, there's this werewolf about to attack an old lady on a dark street corner.  Who's there and whatcha gonna do about it?  Anything?  Nothing?"  Only with more color and pacing.  Does that make sense?

14.  Matt and Corinne shouldn't have worried about framing up anything with the infection or with monsters.  That's your character.  I mean, if they did bring in antything with the monsters that's cool, but that shouldn't have been their goal.  They should have been looking to their motivations (both their own and the other player's) for scene framing motivation.  But, once again, I really wasn't clear about that in the text.

15.  Noted.

16.  The first thing behind that rule is a string of failures.  I've written maybe a dozen different rules for regulating when a particular PC gains an infected die.  All of them have been utter crap.  Also behind it is a personal desire to have the infection snowball (the more infection there is out there, the more infected the PCs will become) and an imperitive to never ever have to make a choice about who gains the infected dice.  I think I disliked that last iteration of the rule more than any of the others.

17.  This is partially a balance issue.  I think I may have addressed it (at least partially) in the new text with the rule that says that a player can't get help from PCs or central NPCs when they attempt to resolve their goal.

But something like this has happened in another playtest.  Then, like your session, the GM just didn't feel that bringing the monsters in during the particular conflict was appropriate.  The problem is that I have a hard time really getting to the bottom of this issue, because I've never felt that it was an inopportune time to bring in either the monsters or the infection.  Seriously.  I'm even having a hard time imagining a situation where I wouldn't be ready to bring in the hordes.  So, being unable to properly imagine the situation, I find myself unable to properly address it.

Maybe if someone can help me understand the situation of when & why monsters are innapropriate foils for the climax of a monster movie I can do something about it.  But until then I'm just stumped.  Genuinely stumped.

Anyway, that's some awesome feedback there, Paul.  If you squint carefully, you'll probably notice that some of that feedback went right into the new text.

-Eric
Title: Re: [Infected] Children of the White Flies
Post by: Eric Provost on October 11, 2007, 01:31:08 AM
Corinne,

I'm really glad you enjoy the game.  When you say that it's the most fun you've had with an rpg in a long time, that a helluva thing for me.

I don't agree with all your critisisms, but I welcome them anyway.  I'll certainly keep them all in mind as future playtests roll out.

-Eric
Title: Re: [Infected] Children of the White Flies
Post by: Paul Czege on October 11, 2007, 02:05:08 AM
Hey Eric,

Maybe if someone can help me understand the situation of when & why monsters are innapropriate foils for the climax of a monster movie I can do something about it.  But until then I'm just stumped.  Genuinely stumped.

I think maybe the problem in our game was that the characters had become monsters themselves by the middle of the movie. Corinne and Matt are monster movie fans. Bigger monster movie fans than I am. They wanted to become monsters. They weren't fighting to stay human. And so by the third reel it was like the players had sort of assumed thematic ownership of the end of the movie.

I think the players need to be fighting...fighting...tooth and fucking nail...to stay human. They need to be crazy and desperate. (It's not an "infected" movie, but I'm thinking of the characters in the movie Descent here.) And then I can pile on the monsters. Something needs to inspire the player to fight for their character's humanity.

I also think Origin, Vector, Symptoms might be too Simmy a way to inspire me to create a monster I'm going to love terrorizing the players with. Those should be details. I need to start with a vision for badass monsters. I need to know how they're horrifying, how they're cinematic, how they're relentless, and how they're unstoppable.

Paul
Title: Re: [Infected] Children of the White Flies
Post by: Eric Provost on October 11, 2007, 02:35:26 AM
QuoteI also think Origin, Vector, Symptoms might be too Simmy a way to inspire me to create a monster I'm going to love terrorizing the players with. Those should be details. I need to start with a vision for badass monsters. I need to know how they're horrifying, how they're cinematic, how they're relentless, and how they're unstoppable.

That makes a lot of sense.  I'll give some thought to that.

QuoteSomething needs to inspire the player to fight for their character's humanity.

Why?  If the players want to embrace the infection and have their characters become monsters, how does that keep you from using the rest of the monsters and the infection to screw with their goals?