I have gotten some incredible feedback on the first version of the Beta, enough that I am now revising the game text to prepare the next version of the beta. I wanted to let you know what the major findings are and explain my next steps.
Findings and Flaws
- I utterly failed to explain how Fate worked or how it interacts with the Beliefs. This will get its own section in the game text, either within the Introduction or Mechanics. I would love your feedback on which area would be appropriate.
- I need to promote and expand the setting-creation and faction mechanics, as that is one of the areas that make my game unique.
- The advancement system that I included in the game, where you simply bought yourself new Attributes, Talents and Conditions with Fate, doesn’t quite work out.
- The layout and cross-referencing in the text were poorly done. The next version of the beta will still be laid out via word processor, but will be better graphically designed in improve comprehension.
- The text fails to teach effectively or communicate my passion for the game. In short, it’s a dry reference text to the detriment of people trying to get into the game.
- I didn’t really understand my audience. I was writing this game for story game designers and people who had never heard of RPG’s before. The next version of the text will be calibrated to serve players of story games.
- I need to provide large amounts of descriptive advice on how declaration work and how they serve to encourage roleplaying.
- I need to remove all references to Proxies, rename them “Influence” and describe in great detail how they function in play. Influences are to be used in all Conflicts where you are not using a PC to support or oppose the declaration.
- I need to generally reorganize the text and work most of the advice and examples directly into the game text. I had originally intended on strictly separating the different kinds of content, but that has proven to be an ineffective technique for game organization and teaching.
- I need to explain the resolutions and why you should pick any given one during a conflict. The Walking Eye playtest was very PVP and they went for the throat, so I need to explain why you would want to use some of the kinder resolutions in play.
I am attempting to revise the text and release the next version of the game as quickly as I can, for another cycle of open beta playtesting. I will be running a number of game sessions at GenCon during Games on Demand with the most recent iteration of the rules, and I would love to invite you to participate.
Thank you for reading