It’s been Nearly a month after GenCon, but I am determined to finish my synopsis of the play testing. So, I’ll skip to the good parts.
Dungeon Tours – So far, at most of my games, the average age of players was 20ish, and the gamers were pretty green. Even before I started my game of Dungeon Tours, a caper / construction game set in a Fantasy-Adventure world, I could tell this would be different. The average age around the table was older than me, and some had probably GMed before I even knew what an rpg WAS. When picking characters, they opted out of picking the silver-tongued Bard (though I reminded them it was a game about running cons.) One gentlemen in particular, sighting opposite of me, worried me the most. Pre-game time, I barely got a NAME out of him.
The second the game started, I realized that my fears were unfounded. The stern-faced individual (we’ll call him the Rogue, after his character), immediately livened up, and took gentle charge of the operation. The party immediately jumped into it, and quickly founded a loathe/hate relationship with the drunken noble serving as
sucker client. The built a piratical adventure, featuring everything from fake musical puzzles, real graverobbing, fake trapdoors (that they might have forgotten to make “fake,”) and using a cannon as a tactic in contract negotiations.
No doubt, the star of the show was the taxidermied bear-boar composite fake monster, who was named “The Jeff.” I asked for an illustration, and they did not disappoint.
Feedback: Most of the feedback, it seemed, could be handled by GMing it better, it appears. I had forgotten one of my own rules, and as such, the board was littered with free invokes, making the game far too easy. The players, all of whom were new to Fate, were unsure of where my new rules started and where the old rules began. In the future, I’ll try to distinguish, “you’re testing THIS” before set-up.
Masters of Umdaar – for those who don’t know, this was a game I’d been working on since last spring or so. We signed up for GenCon, including 2 sessions, and then, to make a long story short, Umdaar was picked up by EvilHat as a supplement in the Fate Adventures and Worlds Patreon.
Premise: Masters of Umdaar is a pulp sci-fantasy, in the strain of John Carter of Mars, He-Man, Krull, Flash Gordon, and other corny but thrilling adventures. The game features a lot of random elements, including a random generator to create the adversarial race. This chart was originally a d6 chart, but I took the trouble converting it to 4dF chart. It was spick, it was span…
…it was on the laptop, back in the hotel. Dag. So, I took my buddy & GMing-guru’s advice, and I had them pick random animals out of a bag- I had brought with me an extensive collection of plastic toy dinosaurs, fantasy army-men, and other toys that I had purchased at Toys R Us and the Dollar Tree. One session had them facing off against a Mutoats (four-armed, mutant goatmen), the next group against the sneaky Centauripedes (insectoids that were Humanoids from the waste up, and centipedes from the waist down.) The final arena also featured such random threats as Megarats, cyborg Rozebras, and Lazerwolves (with robotic lazers on their tails, of course.) To keep the game under 2 hours, I had them on the rails for the whole adventure, (heck, the tunnel didn’t even have any forks), but they both tackled it in completely different ways. I never noticed how well Fate Core & FAE lends itself to cinematic adventures: If a player wants to overturn a fiery basin, climb a random chain, or swashbuckle from the ceiling, Fate makes it fast and easy.
Feedback: All seemed very positive. I’d love to test out a game without the “rails” given the chance.
SKELETON CREW – This was our last game of GenCon. After this game, we’ve got a 10 hour trek home, before I start a brand new job the next morning. I love GMing, but we’re all ready to go home. During set-up, Vince Salzillo, head of Double Exposure, comes over and says, “I’ve got some great guests lined up for you.” We don’t doubt that he’s got a good group, but I just nod, smile, and thank him. It would seem that the Vince-man does not exaggerate.
The event starts up, and Vince starts the game selection process. It’s on the far end of the hall, so us playtesters only hear every third word. Suddenly, I hear him drop my name, and he points in my direction. He asks me to wave, but being the goofball I am, I start waiving both arms, a la one of those fan-blown figures outside of a car lot. He then announces to the room who will be joining the game: Rob Donague and Fred Hicks of Evil Hat. I drop to the floor (only half of it acting.) Let us be brief and say that my thoughts were no longer on going home.
The group testing at the table was probably the perfect mix you could hope for for a playtest: two people (a couple) that had played rpgs, but never Fate; a young gentleman who had played it a litter (who was also a super-helpful aide for Double-Exposure, taking a much earned break); and two pros (Fred & Rob, who kinda invented the system.) I introduced the system basics, and passed around the character sheets. The couple picked Peek-a-boo and Weston Peese respectively (and she even spoke in a little pre-schooler’s voice), and the aide took on the geeky hero-in his own mind Zomboy. Fred asked for a simple character (it’d been a long con,) and took on the role of Caomh Culainn, the Wight Berserker, while Rob gave the Mad Scientist Doc Turnell lots of life and even more melodramatic volume.
What was tested?: Our tweaks to the Fate Core system aren’t too elaborate, especially in a simple pick-up game. Our skill mode didn’t seem to cause too much confusion (one exception, noted later), and players seemed to really enjoy the “Round 0” effect, which lets players set up the conflict before punches are thrown. Steve and I were both really pleased by the Team Spirit teamwork system, which we had only conceived of the night before. Previously, players had interpersonal aspects and a team concept- but that was the first time we had merged it onto a Team-Character Sheet. Rob and the Aide picked the interpersonal aspect of “Former Enemies,” which meant the Rob would constantly bellyache how the Doc (in his more megalomaniacal days), had been thwarted by the idiotic Zomboy… to which the aide would play Zomboy as a dumber and dumber still (it was a vicious cycle). We had hoped to test “The Final Round,” but with a 2 hour playtest, we had to concede the fight before I would have liked.
Feedback – Rob had a question with one of the skills (Engineering) which I later got a chance to clear up… hopefully the full rulebook explains it better than I can. Everyone seemed to really enjoy the dry-erase Fate Game Aids. Learning from Dungeon Tours, I tried to make very clear from the beginning what they were being tested on, and several players seemed interested enough to sign up as playtesters.
Speaking of which,
guinea pigs players are now allowed to sign up for the Skeleton Crew RPG beta test. Submit a form, and receive a FREE copy of the BETA test next month!