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Owl Hoot Trail: spaghetti western + fantasy = awesome. Come playtest!
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<blockquote data-quote="Piratecat" data-source="post: 5944345" data-attributes="member: 2"><p>Okay! The playtest docs are in Pelgrane's hands and are headed out to playtesters. If you haven't signed up yet, please do so; it may be a week before the next round of playtest emails go out, however.</p><p></p><p>Things I particularly want tested:</p><p></p><p>- The gadgeteer and the shaman, at different levels. Do the burnout rules work? Does the cost feel about right? Is the power selection sufficient? Is there an issue with over- or under-poweredness?</p><p></p><p>- The preacher and the mentalist. Are the preacher's prayers useful enough? Is the mentalist overpowered in town but underpowered in the wilderness? Does the preacher's weapon selection cause any issues?</p><p></p><p>- Combat. Is "trailin'" well enough explained? Do you find you need the "hardened characters" option to stay alive in combat?</p><p></p><p>- Organization. The book isn't indexed yet, of course, but does the flow make sense? What doesn't it have that you wished it did? What does it have that you think is extraneous?</p><p></p><p>And of course, the adventure "They Rode to Perdition" (name courtesy of Hypersmurf) needs laytesting in all its glory. I claim the adventure is unbreakable because I give GMs enough NPC motivations to adapt on the fly. If that's not true, I should know about it!</p><p></p><p>Thank you to everyone playtesting this. It's very much appreciated.</p></blockquote><p></p>
[QUOTE="Piratecat, post: 5944345, member: 2"] Okay! The playtest docs are in Pelgrane's hands and are headed out to playtesters. If you haven't signed up yet, please do so; it may be a week before the next round of playtest emails go out, however. Things I particularly want tested: - The gadgeteer and the shaman, at different levels. Do the burnout rules work? Does the cost feel about right? Is the power selection sufficient? Is there an issue with over- or under-poweredness? - The preacher and the mentalist. Are the preacher's prayers useful enough? Is the mentalist overpowered in town but underpowered in the wilderness? Does the preacher's weapon selection cause any issues? - Combat. Is "trailin'" well enough explained? Do you find you need the "hardened characters" option to stay alive in combat? - Organization. The book isn't indexed yet, of course, but does the flow make sense? What doesn't it have that you wished it did? What does it have that you think is extraneous? And of course, the adventure "They Rode to Perdition" (name courtesy of Hypersmurf) needs laytesting in all its glory. I claim the adventure is unbreakable because I give GMs enough NPC motivations to adapt on the fly. If that's not true, I should know about it! Thank you to everyone playtesting this. It's very much appreciated. [/QUOTE]
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Owl Hoot Trail: spaghetti western + fantasy = awesome. Come playtest!
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