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<blockquote data-quote="wolfpunk" data-source="post: 5455061" data-attributes="member: 699"><p>So had my first melt-down playtest session. I was playing with a group of avid boardgamers who are not rpgers.</p><p></p><p>Here is the feedback.</p><p> </p><p>They loved the tiles we used for making the map. I think I can design 6 tiles on one page and they can print them off as necessary if they want.</p><p> </p><p>They loved the little Stake, Wager, Loss sheet I made for tracking chips. Really wasn't anything fancy, just an easy way to keep track of what chips were what.</p><p> </p><p>They loved the zone feature tokens we used on the tiles. Place them randomly face down on the tiles, when you enter the zone flip it over to find out what it is.</p><p> </p><p>They loved the handouts of all of the power-ups, badges, and gear that could be earned from the zone features.</p><p> </p><p>They enjoy the premise of the game.</p><p> </p><p> </p><p>What they didn't like.</p><p> </p><p>Player Abilities need to be organized by what phase they can be used in. (easily done)</p><p> </p><p>Soldier Tactics and stratagems need to be organized (easily done, we now have offensive, defensive, harmful and beneficial categories)</p><p> </p><p>The explanation of a round of play needs to occur sooner. (easily done)</p><p> </p><p>The 6 pre-generated characters need to be designed with capture the flag in mind (easily done, I will be generating a melee attacker, a ranged attacker, a melee defender, a ranged defender, a melee flag runner and a ranged flag runner)</p><p> </p><p>Five Tiers is too complicated. This is where it gets tricky, I think we are going to break play into 3 tiers instead of five. Tier 1 will be levels 1 through 7. Tier 2 will be levels 8 through 14 and Tier 3 will be levels 15 through 21. Stakes will be 250 at 1st tier, 500 at 2nd tier and 1000 at 3rd tier. You get to come restart after being killed once, not twice, game takes too long otherwise.</p><p> </p><p>All of the tactics, abilities, stratagems and gear together is too much. For example, tons of gear is really unaffordable at 1st tier play. (Some player abilities, tactics, stratagem, and gear will be moved from tier 1 and placed in tier 2 or tier 3. Another recommendation is that Tier 2 and Tier 3 be their own separate PDFs. Tier 2 will have betting and extra action stuff. Tier 3 is for high level gear and custom gear.) Not sure if we want to package 3 PDFs or just make very serious sections defining tier 1, tier 2 and tier 3 play.</p><p> </p><p>They want reference cards for everything (I think we can design some power cards and put them on sheets that they can then print off for their own use. I understand this is something they expect from a board game type game)</p><p> </p><p>Since I want to appeal to as many people as possible, I am leaning towards splitting it up into three separate PDFs even if I sell it as one bundle. I refer to the Dragon Age boxed set which is just levels 1-5. People don't seem to have a problem buying an introductory box set.</p><p></p><p>What do you guys think?</p></blockquote><p></p>
[QUOTE="wolfpunk, post: 5455061, member: 699"] So had my first melt-down playtest session. I was playing with a group of avid boardgamers who are not rpgers. Here is the feedback. They loved the tiles we used for making the map. I think I can design 6 tiles on one page and they can print them off as necessary if they want. They loved the little Stake, Wager, Loss sheet I made for tracking chips. Really wasn't anything fancy, just an easy way to keep track of what chips were what. They loved the zone feature tokens we used on the tiles. Place them randomly face down on the tiles, when you enter the zone flip it over to find out what it is. They loved the handouts of all of the power-ups, badges, and gear that could be earned from the zone features. They enjoy the premise of the game. What they didn't like. Player Abilities need to be organized by what phase they can be used in. (easily done) Soldier Tactics and stratagems need to be organized (easily done, we now have offensive, defensive, harmful and beneficial categories) The explanation of a round of play needs to occur sooner. (easily done) The 6 pre-generated characters need to be designed with capture the flag in mind (easily done, I will be generating a melee attacker, a ranged attacker, a melee defender, a ranged defender, a melee flag runner and a ranged flag runner) Five Tiers is too complicated. This is where it gets tricky, I think we are going to break play into 3 tiers instead of five. Tier 1 will be levels 1 through 7. Tier 2 will be levels 8 through 14 and Tier 3 will be levels 15 through 21. Stakes will be 250 at 1st tier, 500 at 2nd tier and 1000 at 3rd tier. You get to come restart after being killed once, not twice, game takes too long otherwise. All of the tactics, abilities, stratagems and gear together is too much. For example, tons of gear is really unaffordable at 1st tier play. (Some player abilities, tactics, stratagem, and gear will be moved from tier 1 and placed in tier 2 or tier 3. Another recommendation is that Tier 2 and Tier 3 be their own separate PDFs. Tier 2 will have betting and extra action stuff. Tier 3 is for high level gear and custom gear.) Not sure if we want to package 3 PDFs or just make very serious sections defining tier 1, tier 2 and tier 3 play. They want reference cards for everything (I think we can design some power cards and put them on sheets that they can then print off for their own use. I understand this is something they expect from a board game type game) Since I want to appeal to as many people as possible, I am leaning towards splitting it up into three separate PDFs even if I sell it as one bundle. I refer to the Dragon Age boxed set which is just levels 1-5. People don't seem to have a problem buying an introductory box set. What do you guys think? [/QUOTE]
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