The Forge Forums Read-only Archives
The live Forge Forums
|
Articles
|
Reviews
Welcome,
Guest
. Please
login
or
register
.
March 05, 2014, 09:29:00 AM
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Forum changes:
Editing of posts has been turned off until further notice.
Search:
Advanced search
275647
Posts in
27717
Topics by
4283
Members Latest Member:
-
otto
Most online today:
55
- most online ever:
429
(November 03, 2007, 04:35:43 AM)
The Forge Archives
General Forge Forums
Playtesting
(Moderator:
Ron Edwards
)
[Hell for Leather] UCD Playtest
Pages: [
1
]
« previous
next »
Author
Topic: [Hell for Leather] UCD Playtest (Read 679 times)
Sebastian K. Hickey
Member
Posts: 141
[Hell for Leather] UCD Playtest
«
on:
January 21, 2010, 06:48:47 AM »
b]University College Dublin) for a Hell for Leather playtest event, run by the
GameSOC
auditor
Rory Heffernan
.
Lesson Learned
: If the rules are presented in full, with enthusiasm, people understand how to play (whether or not they are familiar with the indie game paradigm). In other words, if someone bright reads the text, they will understand the mood and intentions of the game.
Lesson Learned
Lesson Learned
Lesson 4 - Number of Players
Rory Heffernan raised an important issue concerning the number of players. Hell for Leather is designed for 2-4 players, the perfect one-shot, zero-prep RPG that a group can quickly set up and play together (in case one of their group drops out for the week).
Rory advised that this message should be clearly exposed to the players/sellers. In the name of transparency, until the copy gets an edit, I've posted that here.
Lesson Learned
: Maybe some groups will want to try the game with their full compliment. Consider expanding the rules to accomodate five players.
Lesson 5 - Creativity
Some of the players got stuck. There was a juntion where shyness met creativity and the traditional roleplayers (probably skewed by my shadowy presence) were leaning to the former. That's because much of the game was written to support the showbaoters, the GM-full hippy gamers that make up the bread-and-butter of my playtesting normality. These showboaters love the spotlight, so putting them on the spot is just the chance they relish. Not so for normal folk.
Furthermore, and this was probably the most important nugget of this playtest, the Hell for Leather system was tailored to pair physical failure with creative punishment. In other words, when you messed up your roll, your story was impeded. Bad rules.
Lesson Learned
: Failure ruins the game. It is oppressive, enduring and dull. Fix it.
Conclusion
Muchos kudos to Rory Heffernan and the UCD gaming community. This was by far my favourite playtest. Lots of useful stuff learned, lots of respect going both ways, and lots of laughs and creative swirls. If they could all go this well, my life would be ace
University College Dublin[/b]) for a Hell for Leather playtest event, run by the
GameSOC
auditor
Rory Heffernan
.
Lesson Learned: If the rules are presented in full, with enthusiasm, people understand how to play (whether or not they are familiar with the indie game paradigm). In other words, if someone bright reads the text, they will understand the mood and intentions of the game.
Lesson Learned
Lesson Learned
Lesson 4 - Number of Players
Rory Heffernan raised an important issue concerning the number of players. Hell for Leather is designed for 2-4 players, the perfect one-shot, zero-prep RPG that a group can quickly set up and play together (in case one of their group drops out for the week).
Rory advised that this message should be clearly exposed to the players/sellers. In the name of transparency, until the copy gets an edit, I've posted that here.
Lesson Learned
: Maybe some groups will want to try the game with their full compliment. Consider expanding the rules to accomodate five players.
Lesson 5 - Creativity
Some of the players got stuck. There was a juntion where shyness met creativity and the traditional roleplayers (probably skewed by my shadowy presence) were leaning to the former. That's because much of the game was written to support the showbaoters, the GM-full hippy gamers that make up the bread-and-butter of my playtesting normality. These showboaters love the spotlight, so putting them on the spot is just the chance they relish. Not so for normal folk.
Furthermore, and this was probably the most important nugget of this playtest, the Hell for Leather system was tailored to pair physical failure with creative punishment. In other words, when you messed up your roll, your story was impeded. Bad rules.
Lesson Learned
: Failure ruins the game. It is oppressive, enduring and dull. Fix it.
Conclusion
Muchos kudos to Rory Heffernan and the UCD gaming community. This was by far my favourite playtest. Lots of useful stuff learned, lots of respect going both ways, and lots of laughs and creative swirls. If they could all go this well, my life would be ace.
Logged
Cobweb Games
|
Twitter
|
Hell for Leather:
1 min Video Tutorial
Ar Kayon
Member
Posts: 190
Re: [Hell for Leather] UCD Playtest
«
Reply #1 on:
January 22, 2010, 04:27:44 AM »
First off, I would like to congratulate you for coming up with such a clever and interesting design concept. Most of the time, I read someone's concept and my eyes glaze over.
In response to your concerns about your playtest, perhaps you could have, say, 3 different target sizes to represent easy, moderate, and hard levels of difficulty.
Logged
Sebastian K. Hickey
Member
Posts: 141
Re: [Hell for Leather] UCD Playtest
«
Reply #2 on:
January 22, 2010, 05:59:49 AM »
Thanks for your support Christopher. I'll upload the modified Event Target in the next release.
Logged
Cobweb Games
|
Twitter
|
Hell for Leather:
1 min Video Tutorial
Pages: [
1
]
« previous
next »
Jump to:
Please select a destination:
-----------------------------
Welcome to the Archives
-----------------------------
=> Welcome to the Archives
-----------------------------
General Forge Forums
-----------------------------
=> First Thoughts
=> Playtesting
=> Endeavor
=> Actual Play
=> Publishing
=> Connections
=> Conventions
=> Site Discussion
-----------------------------
Archive
-----------------------------
=> RPG Theory
=> GNS Model Discussion
=> Indie Game Design
-----------------------------
Independent Game Forums
-----------------------------
=> Adept Press
=> Arkenstone Publishing
=> Beyond the Wire Productions
=> Black and Green Games
=> Bully Pulpit Games
=> Dark Omen Games
=> Dog Eared Designs
=> Eric J. Boyd Designs
=> Errant Knight Games
=> Galileo Games
=> glyphpress
=> Green Fairy Games
=> Half Meme Press
=> Incarnadine Press
=> lumpley games
=> Muse of Fire Games
=> ndp design
=> Night Sky Games
=> one.seven design
=> Robert Bohl Games
=> Stone Baby Games
=> These Are Our Games
=> Twisted Confessions
=> Universalis
=> Wild Hunt Studios
-----------------------------
Inactive Forums
-----------------------------
=> My Life With Master Playtest
=> Adamant Entertainment
=> Bob Goat Press
=> Burning Wheel
=> Cartoon Action Hour
=> Chimera Creative
=> CRN Games
=> Destroy All Games
=> Evilhat Productions
=> HeroQuest
=> Key 20 Publishing
=> Memento-Mori Theatricks
=> Mystic Ages Online
=> Orbit
=> Scattershot
=> Seraphim Guard
=> Wicked Press
=> Review Discussion
=> XIG Games
=> SimplePhrase Press
=> The Riddle of Steel
=> Random Order Creations
=> Forge Birthday Forum