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General Forge Forums => Playtesting => Topic started by: jefgodesky on February 09, 2009, 03:08:27 AM

Title: [Fifth World] First playtest of the v0.5.2 rules
Post by: jefgodesky on February 09, 2009, 03:08:27 AM
I ran a round of playtests on the previous iteration of the rules last November, which led to some rules changes which required work on an extensive catalog of spirits and boons, so I've gone back to writing for several months. Tonight, I played the first playtest with these new rules (http://thefifthworld.com/wiki/Story_Game:Version_0#Version_0.5).

Players.

This is a GM-less game. More specifically, players take turns setting scenes, selecting where scenes take place on a central map. The character with the strongest relationship with the scene becomes the Genius loci, who plays NPC's for the scene. So, we're all equally players here. There was myself, my wife Giuli and my brother Mike who have both played previous iterations, and our friend Bill. Bill is a very traditional, gamist gamer, with a distinct predisposition against indie games in general. I specifically invited him to the table because of his unique perspective, but he came with definite skepticism. This is a subset of a regular D&D group; the remaining members were invited, but could not come. After tonight, all of them have playtested some iteration of the game (Bill was the last to try it).

Characters.

I used the new "Quick Start" rules for character creation. Normally, the game involves rounds of initiations in which players build up a map of the region and their own characters simultaneously. The "Quick Start" rules simply give the characters those relationships. Even so, character creation still took over an hour. Admittedly, a good deal was spent on explaining the rules. As in some previous playtests, the repeated question, "To do what?" slowed things down (more on that below).

We played siblings in the same family, all part of the Coyote clan. My character, Father Dreaming Boar, was a shaman with a butterfly familiar, meaning he had ritual power and responsibilities to oversee ancestral rites and put ghosts to rest. My wife's character, Hunting Cat, was something of a generalized hunter. My brother's character, Bishop Angry Muskrat, was a sorcerer with a frog familiar that gave him the ability to transform people into frogs. He closed against his frog familiar in his initiation, meaning that he took advantage of the frog, leaving the frog feeling cheated. This became an important story element later on. Bill's character, Sneaking Elk, focused on his skills as a smith, and his ability to craft iron tools, including his own large iron sword.

Fiction.


Table Dynamics.

A long post-game discussion followed, and the game itself included a great deal of explanation and discussion about the rules. Little color or description; we remained focused quite heavily on the mechanics of play. This I found disappointing, but it may owe more to the nature of our group than the game itself. Our D&D games are similar. Even with the overhead involved, everyone reported having fun with the game, and while none of us considered the game complete, everyone agreed that the basics are tenable. That Bill, specifically, reported having fun with it gave me great reassurance.

Main Points.

We had a very fruitful discussion, both during play and after, which yielded many ideas worth considering, but two themes emerged over and over again.

Motivation

In this playtest, as in several others, the question at the beginning of "What am I doing?" proved a big stumbling block. Many playtesters have had a difficult time with the notion that the story is the goal, and the mechanics are tools to create it. In our post-game discussion, we discussed the possibilities for motivating mechanics, including goals tied to relationships that players could choose, with goals set to different scales. For a one-shot, only the story scale matters; for epic and cycle games, larger-scale goals could exist.

Number of Relationships

Since players need to keep track not only of their own relationships, but also (in order to use dares effectively) all other players' relationships, and since the story now has relationships, we quickly ran into overload. Shallow relationships rarely entered play at all. We all agreed that a smaller number of relationships, with a smaller number of boons (perhaps set boons which have specific effects) would be well worth considering.
Title: Re: [Fifth World] First playtest of the v0.5.2 rules
Post by: Spooky Fanboy on February 14, 2009, 11:39:01 PM
Hi!

I remember trying desperately to help you out over on Story-Games. I'm pleased to see that things are moving along, and I'll be happy to look over the playtest stuff and see what's going on. The actual play looks very entertaining!