So, the initial playtest with my housemates had proved that the
game, at the most basic level, worked.
The resolution mechanism was functional; the game produced
interesting play; and the flavor of it was interesting to a group of people
broader than just me.
I took away the feedback from people and made several
changes: some major, some minor.
Being able to ask too many questions when investigating
encounters was breaking the game a little - allowing players to work out a plan
that would certainly succeed rather than having to take chances – so I revised
the number down. The wording of some of the moves was confusing; as was the
layout of the moves on the sheet.
There was also a request for more substantial information about the People, which was coupled with an
observation I made during the game: not having all the choices made about the
People centrally listed was slowing play.
So, I also created a playbook for the People as a whole,
intended to be printed A3 to everything else’s A4.
It has space to record choices made about the People; a list
of evocative names (drawn in equal parts from proto-Indo-European syllables and
Pacific Islander cultures); some basic details about the technology levels and
beliefs of the People; and a listing of the twelve months of the People’s
journey and their traditional names (for flavor).
Thus armed, I was ready for a second playtest.
I was lucky enough to get in contact with EricVulgaris of
Once Upon a Game, a Twitch show that streams storygames and indie RPGs, who
kindly agreed to host a playtest.
Eric was a phenomenal to play alongside, as was our third
player, and if you’d like to see the tragedy we unfolded you can watch it here.
Some really useful feedback came out of the session, as did
a deepening confidence in the game seeing how enthused two experienced
storygamers were by what we created as a group and the way that the system
facilitated that.
Unsurprisingly, one major piece of advice was that the game
needed to include mapping.
Storygamers seem to really love their maps. I think the
craze might have started with Avery’s The Quiet Year, but I don’t know the
scene well enough to be sure. Regardless, they were right about the coolness of
mapping the People’s voyage and so that advice is now in the game.
The session also highlighted the importance of
reincorporation to the game, and so I’m now slowly building a “player advice”
document to help ensure groups have the best experience.
What really became clear during the session, though, was the
issue of timing.
I’d written the game originally to assume 12 – 24 encounters
per game, but what both playtests had made clear was that encounters take far too long for that to be viable.
Even playing with just 3 players, we only made it through about 6 encounters
over the course of 3 hours. Of course, that includes a bunch of extra time
costs unique to doing a Twitch show, but still.
Something had to give.
So the year-long journey is now a half-year, meaning there
are five standard encounters (one each for the first five months, which also
allows every player to take a turn as the Endless Sea) plus an extra three: one
for the Voice’s choice of what has changed since the People last made the
voyage; one for the Eyes’ choice of what sign reveals that the People are
coming close to their destination; and one for the Hands’ choice of the final
challenge that awaits the People.
Eight encounters seems like a much more manageable number,
and the option to play an extra encounter per month is still preserved if a
group really wants to settle in for a long game.
Of course, this was all theory. It needed testing, to check
that the game could fit into 3 hours.
Luckily, my workmates and I had a PD trip coming up and an
evening set aside to play a game of some kind that they agreed I could
commandeer…
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