The Forge Reference Project

 

Topic: [ENOCH] Playtest
Started by: ChadDubya
Started on: 6/5/2007
Board: Playtesting


On 6/5/2007 at 12:44am, ChadDubya wrote:
[ENOCH] Playtest

The first official playtest of Enoch happened this weekend. Me and three players spend roughly 3 hours together, half of which was actual play, while the other half was talking shop. I was fortunate enough to find three players (Clyde, Tim, & Len) well versed in gaming. In fact, Clyde does podcasts on game theory @ http://www.theoryfromthecloset.com/  I really could not have asked for a better group to playtest with.

First off, I gave a brief introduction to the game's setting to those who only had a chance to skim the pdf (free @ www.enochrpg.com). Then we dove right in to character creation. While Enoch's character sheet is pretty traditional (traits rated 1 thru 10 which dictate a PCs ability to do things in the world), there was one section of character creation that seemed particularly compelling (I think) to the players, namely:

Past
Breaking Point
Vow


Enoch's characters are eternal rebels. They have broken free of whatever system that binds them, and now they rage against the world's twisted order. A rebel's (PCs) past is what they were before they become rebels. This will dictate what type of things they are skilled at, and therefor, what type of game the players are looking to play.

Next came Breaking Point, and Vow. A rebel's Breaking Point is a single event the rebel witnessed that was so tragic or barbaric, it awoke the rebel from their dogmatic slumber, and hurled them into action. In response to this Breaking Point is the rebel's Vow. So the world sickens them, and they must act... what will they do to change the world? A rebel's Vow will affect their motivations and their take on the world around them.

Clyde asked if these traits had any type of mechanical baring. They do, though currently, it is simply EXP bonuses for staying true to or pursuing one's vow. For a one shot playtest, EXP was not a very compelling motivator (though none of the players had any trouble abiding by their vow, as I would learn as we debriefed after the game). I had mentioned I intended to add more mechanical weight to these traits... for instance, any time in game events closely resembled a rebel's Breaking Point, that rebel could enter a "righteous fury" of some sort, where they would be skillful, bad-assed, or impervious to pain, or something appropriate. Alas, these rules are not in Enoch yet... probably the next version.

Once the players decided on these traits, they made quick work of filling in the rest of their character sheets. The mechanical aspect of chargen in Enoch is fast and simple, though I had at least one request to add more "crunch" for, if anything, character flavor (one character wanted a black dog... not a Familiar, which is an available option in Enoch, but just a mundane dog). It was suggested that part of a "traditional" game (read: throw some dice, kill shit, level up) is buying stuff from a list, or picking spells, etc. I would not argue, and would like to add robust lists of stuff like this in future versions.

Soon, all three rebels were created and ready to adjudicate. I'll spare readings the details of the actual game session. PCs were given a task. They got side tracked by some drama on the way. Stuff happened. The landscape changed. Instead, I'll focus on what took place with the system and setting.

There was a decent array of Vows among the three characters: 1) Destroy all technology, the cause of The Fall ... 2) Expose the Outriders, for I believe their goddess Cassandra caused The Fall ... 3) Never kill in the name of a system or a faction, for this behavior (you guessed it) brought about the Fall. Already, I had three rebels who had a tangible goal, but a broad vision. In the short time we played, these Vows came into play, and dictated how the rebels behaved. Rebel #1 disabled an array of crop-bombs set up to contaminate and destroy farmers fields in case of invasion. Rebel #2 was already plotting the death of a main NPC who was an Outrider. Rebel #3 accepted a task to assassinate a target, but upon making contact with the target, used diplomacy to try to prevent a brewing war among factions. All three were actively pursuing their Vow.

In short, I feel that Vow was the most interesting and compelling part of playing a character in Enoch. Clearly, vows are not unique to gaming, or fiction at large. However, a Vow in response to tragedy (Breaking Point) elicits at least some inkling of a moral maxim (I will show mercy. I will destroy my enemies. I will save the innocent). And frankly, Enoch's setting is ripe with moral conflict. Expansionists factions, terrified out of their gourds, watch their limited number of resources dwindle. War and chaos is always on the horizon. And the setting's "spooky shit in the dark" serves to keep man in the stone age, where their most barbaric and base impulses are encouraged (though in this playtest, we had not yet got to that part). It was easy and natural to play off of vows, and they way game events developed, it seemed that natural conflict and compromise was bound to happen (the seeds of drama).

While we discussed Vow further after the game, the idea of changing one's vow came up. Len mentioned gaining new vows in response to game events... Team Vows. When the rebel's were hired to escort an Outrider to the resting place on an ancient colossus, they all had a similar Vow of sorts... to accomplish this mission. They would stay together until that mission was complete, and the players were rewarded. Then, they might stumble upon a new Team Vow. That in itself could be an interesting mechanic... mechanical rewards to keep PCs (with different motives) together to accomplish things. I am thinking of incorporating this idea in the next version of Enoch, but let it be known, it wasn't my idea.

More ideas that weren't mine: someone commented that the setting may be too small or constricting... and that without more elbow room, players may not be able to grab on to that setting and make it their own. To which I commented: my final goal is to set up an Enoch Wiki where players claim a part of the world and do what they will with it. I have populated a tiny portion of Enoch's Earth (The Seattle Area) and have left the rest a mystery. I want players and gamers and designers out in cyberspace to fill in those blanks for me.

At that point, Tim said: it would have to be balanced or point-based.

Goo?

He continued: So someone claimed Florida to make their own in Enoch's cannon... you wouldn't want something in Florida to be so big or powerful or influential as to take over everything (or worse, bleed over into other people's slice of the Enoch Cannon... for instance, someone who claimed Texas as their Enoch playground). The group chatted a bit on rules for claiming an area of Enoch's Earth... suggestions for creating (and balancing) factions, power structures, technology levels, etc. Sure, this stuff seemed far out there... I need to create, balance, and refine my OWN slice of Enoch before I could lay down rules for others to do so. Still, it was and is an exciting idea.

Anyways, I'll cut this short. There was so much more discussed, and I'm still digesting it all. As much as I wanted to call Enoch complete, and move on to the next project, this playtest was particularly inspiring, and breathed new life into a project that has exhausted me for the past year. Yay.

-Chad

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On 6/7/2007 at 9:22pm, nitramwi wrote:
Re: [ENOCH] Playtest

Chad:  Good game!  Glad you liked ALL our ideas!  Let us know when you want to play test again, or just talk shop!

:)

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On 6/8/2007 at 2:03pm, TJ wrote:
RE: Re: [ENOCH] Playtest

Hey Chad,

Send me your email so we can schedule another session.

I am posting from
t i m j e n s e n at s p r I n t dot b l a c k b e r r y dot n e t

-Tim
--
Play.

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On 6/8/2007 at 8:11pm, c wrote:
RE: Re: [ENOCH] Playtest

Hi Chad,

There are two things I regret, not shooting Tim, heh, and asking for extra bullets. The guy with one gun and one bullet is a great story I think, and I diminished it right away. I think that we'll work together as a team more from this point as our goals are likely to merge. I think Tim and I both want to see that turtle at the bottom of the ocean. Put some evidence of Cassandras involvement in the fall inside it and we're all likely to be very motivated to get to the end of the adventure. Make that evidence unremovable from the turtle and there is likely going to be an interesting ending.


And the setting's "spooky shit in the dark" serves to keep man in the stone age, where their most barbaric and base impulses are encouraged...


This is really interesting. I didn't see a place on the character sheet that would push our characters to these barbaric and base impulses. Werewolf the Apocalypse promises this very thing, but in all the games I played of it I don't remember anyone going into frenzy. The game really stepped away from this by allowing you to spend a willpower point to avoid frenzy. It stepped away from it again by allowing two options when you went into a frenzy, one of which being you could run. It steps away from... I won't go on. However the game text spends quite a bit of time talking about rage and losing control. In the adventure you ran, I think that each of us felt we were the heroes of our individual stories. We might not think the next guy was a hero, but we definitely were. I didn't feel pushed towards my most barbaric and base impulses. Is this what the breaking point is supposed to do? Do you intend the game to be played to push more for tragedies or heroism? Can you explain more how you see the breaking point working?

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On 6/8/2007 at 11:02pm, ChadDubya wrote:
RE: Re: [ENOCH] Playtest

Clyde,

As far as ENOCH's setting is concerned, the further away from "civilization" you go, the faster things go South. If we continue to play, you'll see this materialize abruptly, as farming and commerce give way to mysticism and scorned Nature.

Admittedly, this descent into "barbarism and rage" is more of a trap of the setting than a mechanical promise. Let me clarify: I am counting on the GM to antagonize PCs with the setting's built-in conflicts. Lazy game design? Guilty. : ) To a degree, I think the mechanics of the game really should have an influence here. I go back to wishing I had further developed the idea of game events, resembling Breaking Points, sending characters into a rage.

To that end: when this rage manifests, there is a split decision to make: do I contain the rage and suffer the mental consequences? Or do I express my rage is violent, heinous wrath. Were I to play with this idea, here is how I'd do it.

Game Events closely resemble Breaking Point. Character enters Rage. Raging Character gets choice:
1. Absorb the rage, staying calm, but suffer from a permanently lowered Sphere or two.
2. Commit absolute carnage, and reap Combat bonuses while you do it.

I think this decision would really magnify the Heroic or Human nature of a character.

I tell folks in ENOCH that actions resonate, and that the world will mimic the actions of rebels, the story's protagonists. If a character succumbed to his rage, he might see his barbarism reflected in his surroundings. Again, I count on the GM here, and I admit, I don't reinforce this idea enough (or explain explicitly how to do it). For example: If PCs beat someone to get something they need, they'll notice the shoeless street urchins in the alleys working over the elderly for a piece of bread. If they violently interrogate someone, the first tribe they stumble upon in the forest should be subjecting someone to a terrible witch trail. If the PCs act with clarity and Light (tm), then the world should slowly reflect this. Answering your last question, I think ENOCH stories should be heroic.

Man, I wish I was asked these questions about a year ago... : )

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On 6/9/2007 at 5:08am, c wrote:
RE: Re: [ENOCH] Playtest

Hi Chad,

Are you looking at Enoch, as basically done now? That's what your response tells me. If so cool, but I really do think theres a lot of cool things there that you could really build with. Of course it's your vision not mine. Like I was trying to say when we sat down, don't let us push you into our game. Take what's useful and ignore the rest. I really do like the idea though that if you are planning to use game hooks, that you make them an actual mechanic that rewards the players. Anyway, I'm rambling... maybe I'll say more later if I have something more cogent to say.

If your interested Len and I will be at Lake Geneva Con on Saturday the 16th of June. I'm sure I speak for Len when I say we'd be quite willing to play it there, and there should be some other folks there. Otherwise sometime soon.

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On 6/9/2007 at 3:06pm, ChadDubya wrote:
RE: Re: [ENOCH] Playtest

The game is "done"... it just doesn't come with an instruction manual yet.

One really important thing missing from the text is a GM/Running The Game section. While I have preconceived notions of what the game is about, and how it should be played, I wanted to do playtesting before I wrote this section. That way, I can pay attention to the themes that the players emphasized (both in character, and after the game in debriefing), see where they intersect with my own ideas, and then figure out a way to reinforce those ideas with game mechanics and setting advice. The playtesting session we did was enormously helpful in identifying themes and showing to me how they were or were not reinforced through play and mechanics.

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On 6/13/2007 at 2:05am, nitramwi wrote:
RE: Re: [ENOCH] Playtest

First, sorry you had to leave Tim & Willow's place so soon last Friday.

Second, if some one lets me know when & where, I'll be there.

Third, the game is never complete, until you decide it is!

Its a nice looking game, keep it up!

8)

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