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Playtesting
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[Grey Ranks] Full Playtest, Session Three
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Topic: [Grey Ranks] Full Playtest, Session Three (Read 2458 times)
Jason Morningstar
Member
Posts: 1428
[Grey Ranks] Full Playtest, Session Three
«
on:
March 16, 2007, 04:14:32 AM »
url=http://www.bullypulpitgames.com/projects/games/grey_ranks/playtest/beocca_playtest_chars_3.jpg]Characters, at the end of the game.
Situation elements and notes, session three.
Photos when I get a chance.
All in all a very successful playtest
Characters, at the end of the game.[/url]
Situation elements and notes, session three.
Photos when I get a chance.
All in all a very successful playtest!
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Grey Ranks: Child Soldiers, Warsaw, 1944
Valamir
Member
Posts: 5574
Re: [Grey Ranks] Full Playtest, Session Three
«
Reply #1 on:
March 16, 2007, 05:55:27 AM »
Quote from: Jason Morningstar on March 16, 2007, 04:14:32 AM
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Ralph Mazza
Universalis: The Game of Unlimited Stories
Steve Segedy
Member
Posts: 97
Re: [Grey Ranks] Full Playtest, Session Three
«
Reply #2 on:
March 16, 2007, 06:08:09 AM »
There was a bit of an "oh crap" moment, but we quickly realized that the narrative could handle the shift. Essentially, each mission or personal scene feels a bit subject to perspective- is Josek really dead, or did Wanda and Henryk just think they killed him? Was it really Josek who stepped in to save Maciek, or was Maciek just hallucinating from the vicious beating he'd taken? Once it clicked for us that we had flexibility there, it became a lot of fun.
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The
Shab-al-Hiri Roach and Grey Ranks
, available now at
IPR
!
Jason Morningstar
Member
Posts: 1428
Re: [Grey Ranks] Full Playtest, Session Three
«
Reply #3 on:
March 16, 2007, 06:12:24 AM »
Quote from: Valamir on March 16, 2007, 05:55:27 AM
...Yet it seems like not only was that not an issue, that it was a bonus...what was it that made this something "extremely cool to witness" in practice instead of an "oh crap" moment...the game...the players...the situation...the procedures...other.
I should note that the playtesters are all good friends of mine and great gamers who really dove into the material.
First of all mechanically there are two sorts of scenes, personal and mission, and every player gets one of each across eight chapters (plus a prologue and epilogue).
It's expressly encouraged in the rules to interrupt somebody else's scene with a scene of your own, interleaving multiple events that comment on and add depth to one another. Many of the personal scenes get framed as flashbacks, also encouraged and often easier to narrate than making them concurrent, and so it is natural that causality has the potential to take a beating.
Since the most of the game takes place during savage urban combat, and the player characters are teens who are generally involved in romantic relationships at the same time, the concept of an unreliable narrator isn't so far fetched. It's also very easy to leave resolution of odd, potentially incongruous circumstances to another player in a later scene. Mission scenes, for example, are supposed to be chained together to tell a coherent story. But there's nothing restricting a player from initiating a scene with a late point of attack - even after the mission is over - and letting the others fill in the details. That ends up being really cool in play.
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Grey Ranks: Child Soldiers, Warsaw, 1944
Jason Morningstar
Member
Posts: 1428
Re: [Grey Ranks] Full Playtest, Session Three
«
Reply #4 on:
March 16, 2007, 06:40:09 AM »
Some photos...
The grid,
chapter seven
.
Chapter eight
.
Chapter nine
.
Success!
Failure!
At the table
.
During play
.
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Grey Ranks: Child Soldiers, Warsaw, 1944
Bryan Hansel
Member
Posts: 111
Re: [Grey Ranks] Full Playtest, Session Three
«
Reply #5 on:
March 16, 2007, 07:20:14 AM »
Sounds great, Jason.
So, now what's the plan? I assume that you'll update the text and then run it through one more playtest. Is that correct? Also, you stated that your friends gave tons of great feedback, which is very cool. Could you describe a little about that feedback and how you go about encouraging feedback from a playtest session?
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Momentary Lapse Press
Jason Morningstar
Member
Posts: 1428
Re: [Grey Ranks] Full Playtest, Session Three
«
Reply #6 on:
March 16, 2007, 07:22:23 AM »
Something else related to testing occurred to me - I'm not sure if it is specific to this project, but the way information is organized in play is turning out to be
huge.
How things are represented on paper, at the table, is really important. For example, my mock-up of the grid faces a single direction, but is viewed from four sides - so that needs some tweaking. Every player needs ready access to every other player's character's status, as well as chapter-specific situation information. There are things that need to be subtly tracked. The visual design piece has been a puzzle.
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Grey Ranks: Child Soldiers, Warsaw, 1944
Jason Morningstar
Member
Posts: 1428
Re: [Grey Ranks] Full Playtest, Session Three
«
Reply #7 on:
March 16, 2007, 07:30:03 AM »
Quote from: Bryan Hansel on March 16, 2007, 07:20:14 AM
Sounds great, Jason.
So, now what's the plan? I assume that you'll update the text and then run it through one more playtest. Is that correct? Also, you stated that your friends gave tons of great feedback, which is very cool. Could you describe a little about that feedback and how you go about encouraging feedback from a playtest session?
Hey Bryan,
I'm very confident with the design at this point. There will be some minor tweaks and some mathematical tests, but probably not another full session.
These guys are my dear friends and we've gamed together for many years, so they know me and my proclivities and weaknesses very well. They've always been game to try out my stuff. They also know that they can tell me what they think, which is heartening. I think everyone came to the third and final session having played some and ruminated on the game, and everybody brought interesting criticisms and ideas with them. We talked about these over dinner prior to play, and things came up during the game that I noted but discouraged discussion about. After the game, we hashed this stuff out and I asked for overall feedback and additional comments. So I didn't have a real plan for getting feedback, but trusted my crew to help out and tell me what they thought.
As to their specific comments: Hitting "the wall" of the grid should suck you toward the nearest corner, adding some determinism and danger (currently you pick which way to go, which is sometimes boring). We all argued about this and I don't know what to do yet.
They offered tons of physical suggestions about in-play materials (see my previous post)
Lots of discussion about the use of reputation dice, whether they should be allowed to be invoked multiple times in one chapter, how to structure them effectively, whether there is an optimal use pattern, etc.
Stuff like that.
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Grey Ranks: Child Soldiers, Warsaw, 1944
andrew_kenrick
Member
Posts: 194
Re: [Grey Ranks] Full Playtest, Session Three
«
Reply #8 on:
March 16, 2007, 10:29:51 AM »
Thanks for posting these playtests Jason - it's fascinating to read through the game in full.
Do you think the increased speed is due to the players increasing familiarity with how things work, or is there some other reason that the later chapters play out quicker?
Are you commenting on the malleability of time in the text? Do you think that the circumstance you describe with Jozek was unique, or could it pop up again in play?
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Andrew Kenrick
www.steampowerpublishing.com
Dead of Night
- a pocket sized game of b-movie and slasher horror
Jason Morningstar
Member
Posts: 1428
Re: [Grey Ranks] Full Playtest, Session Three
«
Reply #9 on:
March 16, 2007, 10:41:44 AM »
Hi Andrew,
I think the speed issue's answer is twofold - there is definitely a bit of familiarity after a couple of sessions, but going into the third session everyone has a very strong idea of what sort of outcome they are angling for, and the odds are long. So there wasn't as much "free play".
The whole time thing is, to a large part, group-specific. I could easily envision a group that was more comfortable with a straightforward, linear narrative, and that would be fine. I do encourage flashbacks and reincorporation, and honestly it would be hard to avoid them - they are really cool techniques that can add a lot to the game. They aren't mechanically rewarded for that reason - it's a bit like hand-holding to offer a bonus for something that's fun and quite natural for an engaged player. There's an example of a flashback interrupting another scene as well - I may tweak that to be more referential.
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Grey Ranks: Child Soldiers, Warsaw, 1944
GreatWolf
Member
Posts: 1155
designer of Dirty Secrets
Re: [Grey Ranks] Full Playtest, Session Three
«
Reply #10 on:
March 16, 2007, 11:38:15 AM »
Yo! Just a couple of thoughts.
First, in light of our discussion over
here
about techniques emerging in playtest, I'm thinking that you will want to spell out the importance of reincorporation in the game text, as well as a definition of the term. I noticed it several times in the playtest draft that I read, and, while I do happen to know what it means, I'm guessing that most people outside the improv theater world don't. (Honestly, the only reason that I know about it is because of
this Daedelus article
.) You'll probably also want a brief discussion about flashbacks and messing with timeflow, as you discuss up-thread.
Second, I'm facing a similar organizational issue with
Dirty Secrets
. One of the lightbulb moments in the design was realizing that I can use this organization as a positive feature of play, not merely necessarily administrative mechanics. So, for example, I'm wanting to draw out the implications of class, race, and political authority in my game. This is reflected in part by where character cards are filed when not in use. The board faces the investigator player, and the characters are filed around the board. Police-type characters are at the top, ex-cons are at the bottom, with "normals" along the sides in order by social class (rich, middle-class, poor). White characters are on the left, while non-whites are on the right. As a result, what was originally a chaotic mess now has some order, but more importantly, that order serves to reinforce one of the underlying themes of the game.
So, for
Grey Ranks
, I don't know if you want to track NPCs on paper or not, but if you did, you might want to file by nationality (German, Polish, other) and allegiance (German-friendly, Polish-friendly). That gives four broad categories, that might then be associated loosely with the four corners of the Grid (e.g. the martyrdom corner might be where the Polish-friendly Polish NPC cards live).
Or something like that. Anyways, the point is to extract maximum use from even the administrative details of the game. If possible, make all of it reinforce your game's thematic structure
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Seth Ben-Ezra
Dark Omen Games
producing
Legends of Alyria
,
Dirty Secrets
,
A Flower for Mara
coming soon:
Showdown
Jason Morningstar
Member
Posts: 1428
Re: [Grey Ranks] Full Playtest, Session Three
«
Reply #11 on:
March 16, 2007, 11:55:38 AM »
Yow, thanks for the good ideas, Seth.
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Grey Ranks: Child Soldiers, Warsaw, 1944
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