Piratecat
Sesquipedalian
At the ENW Boston Gameday yesterday I ran the 3rd playtest session of TimeWatch, my in-progress time travel GUMSHOE game I'm developing for Pelgrane. While at this point I'll avoid discussing rules elements extensively (I'm about 20K words into a 60K manuscript, and lots is subject to change), it may be fun to talk about how the game went. Thanks to folks who have expressed interest; I'll welcome feedback.
Background: The PCs are effectively time cops, fixing problems in history, and can be from any point in time -- for these characters we had:
- a drunken and deadly Spartan warrior
- a stuffy Victorian physician
- an aggressive '60's rock drummer
- a sneaky, nervous far-future telepathic street person
- an entitled, educated near-future moon base technician.
The most amusing time travel tricks?
- The PCs let themselves know about whether a meeting was a trap by having their future selves travel back in time and leave a message to their past selves.
- After being ambushed by an unknown enemy, the PCs traveled back in time and arranged the ambush on themselves, just to impress someone with the veracity of their fake oracular predictions (and so they knew no one else was out to get them.)
- In order to succeed spectacularly at saving the timeline, they chose to run a 17 year long con on a Mongol Khan (The Khan Con?)
Long story short? I think the idea and the rules behind TimeWatch are working. Adventure prep took less than 45 minutes, awesome time travel twists stirred up the adventure, and there wasn't anything yet the rules mechanics couldn't handle. That's a good sign. I've also gotten gorgeous character sheets designed by Hypersmurf, the same person who designed the NBA pre-gen sheets. The game is better for them.
Actual adventure detail for the playtest adventure will be in the first comment. Potential future spoilers, etc. I'll be yammering on about the game here occasionally, so ask questions if you're curious to know more.
Background: The PCs are effectively time cops, fixing problems in history, and can be from any point in time -- for these characters we had:
- a drunken and deadly Spartan warrior
- a stuffy Victorian physician
- an aggressive '60's rock drummer
- a sneaky, nervous far-future telepathic street person
- an entitled, educated near-future moon base technician.
The most amusing time travel tricks?
- The PCs let themselves know about whether a meeting was a trap by having their future selves travel back in time and leave a message to their past selves.
- After being ambushed by an unknown enemy, the PCs traveled back in time and arranged the ambush on themselves, just to impress someone with the veracity of their fake oracular predictions (and so they knew no one else was out to get them.)
- In order to succeed spectacularly at saving the timeline, they chose to run a 17 year long con on a Mongol Khan (The Khan Con?)
Long story short? I think the idea and the rules behind TimeWatch are working. Adventure prep took less than 45 minutes, awesome time travel twists stirred up the adventure, and there wasn't anything yet the rules mechanics couldn't handle. That's a good sign. I've also gotten gorgeous character sheets designed by Hypersmurf, the same person who designed the NBA pre-gen sheets. The game is better for them.
Actual adventure detail for the playtest adventure will be in the first comment. Potential future spoilers, etc. I'll be yammering on about the game here occasionally, so ask questions if you're curious to know more.