So . . . in my "shadowrun" playtest group we've just started our second round playtest. This time we're playing the intro adventure that they'll release in the spring, I believe, so this is much closer to production stuff. We played the first session last night.
I'm a player this time, playing a halfling a rogue, which is like home for me.
I don't want to talk about specifics, but to say this: it was really, really fun. We all had a good time -- I've got players IMing me today saying "last night was really fun" and we just played our primary game on sunday (Rise of the Runelords from Paizo, a




-hot ballbuster of a campaign).
There are some very good changes between the previous playtest version and this one.
In this case, the adventure itself isn't all that terrific. But the play itself, especially (but not only) the combat is better -- faster, more interesting, and we all pretty much have fun things to do every round. I can't WAIT until I can say more about it -- and I obviously can't say this much, according to my NDA, but we're all friends here.
They're going to be running both a dungeon delve style (20-30 minute sample) and a regular 4-hour sample adventure at D&D Experience in Arlington at the end of February. I'll be there as a judge, running something crazy like 7 slots for the sake of a free place to shower and sleep.
The bottom line is our group of playtesters are jazzed. It's a different game, a bigger change than people expect, I think, and we're still only seeing a slice of stuff (only pregen characters, an only a 5-page digest version of the PHB), but in actual play it's . . . FUN. We fought kobolds. And not even Piratecat Supersmart Trapsmith Ambusher Kobolds. And the were FUN.
And it was fun for everyone, even the cleric, the traditional Gulag class of healers and buffers.
Did I mention that we had fun?
-j