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Post by hamsterprophet on Feb 26, 2006 16:54:47 GMT -5
Hey all, I'll be posting links to other playtest reports here, as I think they're of general interest. First up: [Carry]But, I want endgame now! at The Forge.
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Post by Gilvan Blight on Feb 27, 2006 9:04:00 GMT -5
That's a great writeup. I don't think I will be providing anything as detailed, I definately didn't make conflict to conflict notes.
One question though, in your examples you talk about the GM passing dice. I thought that all dice the GM rolled were placed in the out of play pool, and these only game back into play once someone shifted profiles?
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Post by hamsterprophet on Feb 27, 2006 13:26:23 GMT -5
Damn. Right you are. That'll teach me to write examples after a night...uh...out on the town. But yes, all dice the GM rolls go out of play. Apologies for the confusion.
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Post by Gilvan Blight on Feb 27, 2006 14:04:07 GMT -5
Okay cool, thought maybe we were playing it wrong. I will get something formal posted once I am at home with my notes.
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Post by hamsterprophet on Feb 27, 2006 14:25:42 GMT -5
Rockin. I just posted my game from last night, as well. [Carry]Sweet Decline'tis the season for Carry threads. Yay!
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Post by Gilvan Blight on Feb 27, 2006 14:30:07 GMT -5
Okay I am amused by this, we had the same thing where we called Endgame early, there was just the perfect moment for it so I called it. Again, this is driving me nuts that I don't have all my notes.
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Post by Gilvan Blight on Feb 27, 2006 19:19:48 GMT -5
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Church
Level 3 GM
Dragostea din tei
Posts: 853
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Post by Church on Feb 28, 2006 16:12:45 GMT -5
Hey all, I'll be posting links to other playtest reports here, as I think they're of general interest. First up: [Carry]But, I want endgame now! at The Forge. Nathan, I've enjoyed reading the reports. Sounds like everyone is having a good time playing Carry.
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Post by PandoraGreen on Mar 3, 2006 2:39:19 GMT -5
I was reading the [Carry]But, I want endgame now! thread from The Forge, and I happened upon a section where the playtester said: Running out of dice didn't really hurt them that badly. For one, they got them handed to them by peers. For another, running out of dice actually meant that there were MORE in the grand pool. And I wondered if we hadn't played something wrong? If I remember correctly, when we changed profiles we were taking dice from the GM. From what joepub is saying here it sounds like we should have been bringing more "fresh" dice into the game?
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Post by Gilvan Blight on Mar 3, 2006 6:22:44 GMT -5
Double checked the rules I have and it states that when a GM rolls a die it gets placed in the 'out of play' pool. When players change profiles they get their dice from this pool. I personally don't see any way to bring more dice into the game.
Though I could see a situation where the GM had no dice and there were none in the pool and a player switched profiles due to one or more players hoarding dice. This should be easy to avoid though as the GM only has to involve the character with lots of dice in more conflicts then the others so that they must pass the dice on.
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Post by hamsterprophet on Mar 6, 2006 12:26:39 GMT -5
The "out-of-play" pool is bottomless. That is, you empty out your dice bag, distribute the dice pools to the players and GM at the beginning of the game, and all the other dice are out of play.
It is correct that the only way to bring more dice into play is to change Profile.
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Post by Gilvan Blight on Mar 6, 2006 12:31:10 GMT -5
Okay played that wrong then. Though I think I like it better the way it worked out. When we played the GM dice (now out of play) is what you had to pick from, and thus no new dice entered play, which meant that the ballance of dice stayed the same the whole game. I would worry that without this, everyone would be grabbing D12's all the time.
When I run Carry again I am going to see if that pool is always enough dice for any player, it may not always be.
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Post by hamsterprophet on Mar 6, 2006 14:14:33 GMT -5
Interesting. I'll keep that in mind as well in my play.
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Post by hamsterprophet on Apr 3, 2006 13:15:10 GMT -5
New AP here: [Carry] I-Con GameVery valuable. The game is getting tighter and tighter. I'll hopefully have a revision done by this weekend, based on all these playtests.
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Post by Gilvan Blight on Apr 3, 2006 14:22:20 GMT -5
Sorry to hear their 'review' but glad you got some good input on the game. I like the concept they went with, know it was a playtest and trying to 'break' the system. I think once the new revision comes out we may try the same (one game for fun, one game to push it).
Not sure if I agree with them about action scenes. We didn't run into that issue at all during action scenes (though we did have the whole, who give orders problem). We actually found the combat scenes played out better then the general conflic. It sounds like the one giving orders in their game wasn't giving enough detail. When we acted these out our burdens definately came up. The players would explain why they agreed or disagreed with the order in relation to their character and thus burden.
This would mean you would get things like "Okay I don't think this is a smart plan, but I was raised right and I was raised to follow orders" or "Yeah yeah that makes perfect sense, I follow it, but if he thinks I'm waiting to return fire instead of shooting first, he's out of his mind."
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Post by PandoraGreen on Apr 3, 2006 14:34:03 GMT -5
Yeah the thing is burdens were constantly coming into play within the Roleplaying aspect of the game, but not ONCE did anyone even attempt to use their burden dice. So I think we were playing something wrong there, overall.
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