For this week, I focused on the game play.
To keep it simpler this week, I included a slideshow of what I’ve been working on.
This week I play tested: “Five,” which I am thinking of renaming “Five: Journey of Truth,” with a living breathing audience.
And guess what? It was playable! Hot diggity!
While I have a lot of work to do, a party of five could get through the easiest level within one hour. I play tested three rounds, and got a good set of feedback and video which I will be converting into a small movie about the experience for my documentation.
For now, I’ll fill you in on some of the changes.
A. I inserted the stats of the characters on the backs of the cards, and conceived a boss and minions that were formidable and related to the first world I put the players in, “The World of Maru,” the homeworld of the Character, Jez.
B. I split the game into three parts: Prologue, Dungeon, Boss. I also recorded how everything works, How to Play, How the Players use their abilities, etc, in some cohesive Game Documentation.
C. I made the board useful by making it applicable to the dungeon level. You have to choose a path and battle monsters if you are unsuccessful rolling for a sneak on the tiles.
D. I changed the Story Cards into a Story Booklet, very much like a D&D adventure module except more directed towards understanding the world and the characters. I did this with choices but kept the choices limited to two per encounter. (I sacrificed choice in order to keep the game to about an hour instead of it being a straight up 6 hour campaign with noobs. And the last thing you want is for anyone to feel like a game is above them.)
E. I figured out the fighting mechanics. Enemies have initiative (aka they always attack first…for now), and then the team will retaliate as a whole, each rolling for above a 3 in order to activate their attack. Some of this led to triumph. Some of it led to very very sad 12 year old boys. Que Sera, sera.