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Started by Graham W, March 26, 2007, 03:29:51 AM
Quote from: Graham Walmsley on March 26, 2007, 03:29:51 AMHere's what went right: it was a good atmosphere, it was fun, the core mechanics worked. The idea of "baggage", which I'd added to create an occasional bittersweet tone, worked well.
QuoteThere was only one rallying cry throughout the whole game! This was concerning, at the time, but it's just a question of setting the difficulties a little higher.
QuoteThere was only one black card played throughout the whole game! Big problem. My initial idea, with these cards, was that they lose the conflict but gain a bonus. Problem was, no-one wanted to give these cards, since they'd screw the other player over by making them lose the conflict.
QuoteThere is no advantage to having additional cards. I've been kidding myself it's useful, but it's not. Players don't play for it.
QuoteThere was confusion over what happens when you actually lose a challenge. In our previous playtest, there was no problem: I'd asked the player what they thought should happen and there was always an answer.
QuoteThere was a sense of embarrassment over starting seduction scenes. Well, OK, there were two parts to this. Firstly, the embarrassment itself: there's no way round that and I'm not sure I'd want there to be. Secondly, the fact that people were unsure what to do.
QuoteHow exactly did Baggage work? I think it was discussed when we played at Conception, but it was pretty nebulous and wasn't at all clear.
QuoteI can't help wondering if the two factors combined: We had plenty of Rallying Calls during the game because people kept losing challenges. People kept losing challenges because they kept turning over objects instead of numbers. So if you encourage more object cards to be played, you'll get more fails, which leads to more Rallying Calls.
Quote from: Graham W on April 01, 2007, 09:48:24 AMTo facilitate this, I'm thinking of turning the cards face down. So, instead of playing a card from your hand, you hold a face-down pile of cards and deal a card from the top. That card is random. So you no longer show approval or disapproval by playing high or low cards; you show it by withholding the card until you see something you like in the scene.