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Author Topic: [Other Family] What more should I add before open playtesting?  (Read 2036 times)
sirogit
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Posts: 503


« on: June 17, 2006, 05:44:28 PM »

This is the latest version of Other Family:

http://bmdproductions.tripod.com/of2.html

If you've looked at the last version, I'm exploring the weariness token idea, and I'm removed the Hard dice for now, though I may want to add them later after some tweaking.

I'm wondering: What should I add to the game now before I try to get other people to playtest it?

I thought the game might be missing a good introduction, a good orientation on what you're supposed to be doing... I thought "Hey, maybe I should write a paragraph about what family nd vampires mean to me." or "Here's what I think you could do with these nifty subjects" But that turned into something that really sucked, either through my lack of skills on explainatory text or the poor subject matter.

A better thing to include would be examples - Which I plan on getting very soon, as soon as I've played a few more sessions with the weariness mechanics. I'd appreciate some feedback on where examples would be appreciated.

What else?
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Ron Edwards
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« Reply #1 on: June 20, 2006, 04:51:20 AM »

Weird question.

Are you trying to write something that will prompt more likely playtesting, or something that will instruct people who've already agreed to playtest?

Don't say "both." There is no "both."

In either case, once you know, then write a paragraph to say so.

If the rules-instructions are there, then it can be playtested. Bluntly, your post looks like plain old cold feet to me.

Best, Ron
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sirogit
Member

Posts: 503


« Reply #2 on: June 22, 2006, 10:37:17 AM »

I was asking about the latter, specificly. In a way it was a direct response to some earlier critiques that there isn't enough explaination for people to understand what I want from the game, and I'd thought that'd damage the results from playtesting.

Not much point in discussing it seeing as I decuded it was good for playtesting, and did some to some rather inspiring effect.
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