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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Alt-Journey System - Playtest Feedback
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<blockquote data-quote="Stalker0" data-source="post: 8605873" data-attributes="member: 5889"><p>So after a few more sessions, we got through another week in game, and I did a formal feedback session with my players to see how the campaign was going. Ultimately, this is a VERY different campaign then I normally run, with it being survival and exploration focused, and a much more sandbox style. It was time to see if this new style was resonating with my players.</p><p></p><p>The good is that they are enjoying the exploration a great deal, my new subsystems combined with the great boons and discoveries table has led to a fun experience. All designers talk about "finding the fun", and right now this is it.</p><p></p><p>The bad is that the players are finding the survival and "camp building" elements very tedious and boring. There are a lot of checks being made every day, and even with my spreadsheets to help me, the game is getting bogged down. Further, there have been a number of arguments about crafting times. Things that I am saying will take a week (and that normally means probably two weeks but I am shortening it because its still a game) people think that it should take a day. Though I have good in real life research (and sometimes numbers from the LU books to fall back on), players are adamant that is too long. Having pushed through to the core of the complaint, I can tell its less about "accurate times" and more that they just want that part of the game to move faster and take less game (and real) time.</p><p></p><p></p><p>So the direction is clear. Fewer rolls (which is probably why LU does journey checks once per region instead of 1/day, even when the narrative makes more sense to do it per day....its just too many rolls), faster crafting times, and more abstraction. Instead of tracking various things, I will combine and abstract them into vaguer concepts. Ultimately the survival side will take more of a backseat to the exploration side, as that is where the core of the fun for them seems to be. I have a few ideas I am polishing up, and then I will share them.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 8605873, member: 5889"] So after a few more sessions, we got through another week in game, and I did a formal feedback session with my players to see how the campaign was going. Ultimately, this is a VERY different campaign then I normally run, with it being survival and exploration focused, and a much more sandbox style. It was time to see if this new style was resonating with my players. The good is that they are enjoying the exploration a great deal, my new subsystems combined with the great boons and discoveries table has led to a fun experience. All designers talk about "finding the fun", and right now this is it. The bad is that the players are finding the survival and "camp building" elements very tedious and boring. There are a lot of checks being made every day, and even with my spreadsheets to help me, the game is getting bogged down. Further, there have been a number of arguments about crafting times. Things that I am saying will take a week (and that normally means probably two weeks but I am shortening it because its still a game) people think that it should take a day. Though I have good in real life research (and sometimes numbers from the LU books to fall back on), players are adamant that is too long. Having pushed through to the core of the complaint, I can tell its less about "accurate times" and more that they just want that part of the game to move faster and take less game (and real) time. So the direction is clear. Fewer rolls (which is probably why LU does journey checks once per region instead of 1/day, even when the narrative makes more sense to do it per day....its just too many rolls), faster crafting times, and more abstraction. Instead of tracking various things, I will combine and abstract them into vaguer concepts. Ultimately the survival side will take more of a backseat to the exploration side, as that is where the core of the fun for them seems to be. I have a few ideas I am polishing up, and then I will share them. [/QUOTE]
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