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Started by Arturo G., April 20, 2006, 11:49:48 AM
Quote1. Character generation (More than 30 minutes).Describing the different character types, drawing the talisman and randomly selecting casts took approximately as much time as drawing the assets and choosing a precious. For Samurais there are a lot of assets to draw.Selecting the points for the stats was not taking really long. Even explaining them was quick. I understand Ron's previous comments about reducing the number of them, and I agree that they may be reduced without much loss in the game, but I don't think it will speed-up the character generation process so much. It is not the critical point.
Quote2. Initiating the game (Less than 30 minutes)The Daimyos contest for the privilege of guiding the army was quick. Both of them had Honor 1, and thus, they were using only 1 die bids. There were around 2-3 dice per player on each conflict round. The Daimyos have very few assets. Thus, it is difficult to introduce more dice. After equalization both had two dice.In the first round both lost their Honor cover, in the second round a new tie, in the third round another tie, and in the fourth one, a player got bigger dice than the other and win. The protecting Honor rule extended the conflict for one one extra round, and there were 2 rounds of ties before resolution. With Honor less-equal 2, there is no possible strategy in the bidding. The dice decide the result.The other Daimyo was offered the opportunity to subvert the quest. He was hesitating to be rude with all the other players, but most people encouraged him to try to betray them. They wanted to see how the thing worked. He tried the subvert and got it. The conflict resolution was highly similar to the previous one. I had the feeling that the possibilities were more or less fifty-fifty.
Quote3. The personal quests (Around 30 minutes)This was clearly the best part. I explained them that there was only two types of quest in the rules for the moment. But for the playtesting it was enough. I insisted that the talisman discovery should be more difficult than the rescuing the precious. Most of them chose to rescue the precious. Only a couple of girls tried the talisman discovering.
QuoteSome people were taliking to me after play about the problem of people who may finish to early their personal quests. But I don't think finishing the personal quests more or less in similar times should be a problem after the first try.Another point. As we had been subverted we were loosing one die in every round of each conflict. This reduced the number of dice per player on each round from approx. 2-4, to 1-3. Very few dice involved make the dice mechanics less interesting. I guess, that when subverted, it is a better idea to add one or two dice to the opposition each round, than loosing the best player die.General feeling was pretty good, and the split of the group worked perfectly. The Emperor and the non-questing Daimyo looked happy participating as masters.About dice-mechanics. People liked them, but the feelings commented previously were increased. Everybody has 1 Honor point in the first turn and NPCs have also the same Honor as players. Thus, everyone was forced to 1-die bids. As all NPCs has the same Honor as the players, all the personal-quests conflicts had one round of honor loosing that I think was not so much interesting. We were guessing afterwards what would happen with more Honor. It may become worse, with several rounds where nothing happens until someone looses the Honor-cover and gets touched, loosing the conflict. Indeed, nobody needed to use the wounds rules.
Quoteb) People felt that they were all involved in the conflicts, and wanted to do something to show-up. They begun to justify what they were doing to give the Daimyo their one-die-per-player. But it was a little odd. Many times the reasons were poor, mainly because the conflict was focused on the Daimyo actions, not in them or in their abilities or profiles.
QuoteIndeed, nobody needed to use the wounds rules.
QuoteWe didn't play this part. People were a little bit disconnected after the big quest and the uprising looked like taking long time. This part is also sequentialized by rules. I think it would be better to find a way of playing personal challenges simultaneously.
QuoteI think that the rest of us should have more to do, and more to both win and lose, in this phase. Perhaps we could help not only with dice, but by risking our own Honor to let the Daimyo bid more dice; thus gaining a minor benefit (less than the Daimyo) if we win, but losing it if we lose. It would also give the other players a reason not to help.
QuoteAnd, before I forget, thanks for writing the game :)
QuoteBTW, there is something Arturo has not told you. One of the players had never played any roleplaying games :) . It was absolutely no problem, and she enjoyed it :D
Quotewhich part of the character creation process, if any, seemed unnecessary or redundant?
QuoteIt's interesting that people didn't go for their talisman first, but still that's just fine.
QuoteI am very pleased that 13 people got through their personal quests in around 30 minutes. That's spectacular! I've tried the game with 6 people, and got through the quests pretty fast. I'm glad to see the time stays about the same as the scale of people involved increases. That's a very good sign.
QuoteBalancing the # of dice with Honor with Victory in a conflict has been a real pain. [...] If you could propose your own fix, what would it look like?
QuoteI'm thinking about tossing the Wound rules. Do you think I should? What would be the pros and cons of getting rid of them in your opinion?
QuoteIt would be nice to play more than one at a time, but I think it would be hard to keep track of who was moving up on the caste system and when. [...] So, what I've found so far is that it's best to do people one at a time. I'm very open to suggestions tho! :)
QuoteFortune Type: Slay the OniRequirements: Two players must work togetherOpposition Range: 7-11Reward: Gain +1 VP each Failure: Lose +1 VP each Description: You search out and confront an Oni (demon). The two players combine their dice pools into one and work together to defeat opponents. Fortune Type: Duel of HonorRequirements: Two players must work togetherOpposition Range: NAReward: Gain +1 VP and +1 HonorFailure: -1 honor to the losersDescription: Players must duel each other in a quiet and secluded valley. The winner gains the Reward, the loser suffers the failure.Fortune Type: Three CompanionsRequirements: Three players must work togetherOpposition Range: 6-9Reward: Gain +1 to a Stat and AssetFailure: -1 to one StatDescription: One player must rescue a child hostage, another must find and kill the kidnapper, the third must sneak into the kidnapper's home and steal his chest of documents.