May 21, 2019 8:40 pm
I'm looking for people to stress-test aspects of a rules-light, narrative driven system to see how well they work and where they break down. Here are some of the main questions at this stage:
1) Character Creation and Advancement: Does the system let you build and develop the kinds of characters you imagine?
2) Basic Mechanics: Are the basic mechanics easy to understand? Do they give you narrative flexibility without getting bogged down in detail?
3) Combat Mechanics: Is the system easy to understand? Do the concepts of Conditions, Advantage and Disadvantage make intuitive sense? Do the mechanics work smoothly in practice and do they give you a sense of narrative options? Is combat satisfying and fun?
4) Magic System: Is it easy to understand? Does it make it easy to build the kind of spells you want to?
5) The No Dedicated GM Option: Is this section easy to understand? Do the concepts of rotating Lead Narrator and building Adventure Seeds make sense?
I would especially like to test out the collaborative Adventure Seed creation and GM-less mechanics to see how they work in practice.
If you're interested, let me know and I will make the draft ruleset available. Stress-testing the system before going to playtest would be a huge help! Thanks!
1) Character Creation and Advancement: Does the system let you build and develop the kinds of characters you imagine?
2) Basic Mechanics: Are the basic mechanics easy to understand? Do they give you narrative flexibility without getting bogged down in detail?
3) Combat Mechanics: Is the system easy to understand? Do the concepts of Conditions, Advantage and Disadvantage make intuitive sense? Do the mechanics work smoothly in practice and do they give you a sense of narrative options? Is combat satisfying and fun?
4) Magic System: Is it easy to understand? Does it make it easy to build the kind of spells you want to?
5) The No Dedicated GM Option: Is this section easy to understand? Do the concepts of rotating Lead Narrator and building Adventure Seeds make sense?
I would especially like to test out the collaborative Adventure Seed creation and GM-less mechanics to see how they work in practice.
If you're interested, let me know and I will make the draft ruleset available. Stress-testing the system before going to playtest would be a huge help! Thanks!
Last edited May 21, 2019 8:41 pm