Friday, December 23, 2016

Solar Wind & Sale

Solar Wind & Sale

The second playtest went less well than the first. There are some reasons for that not related to game design -- I had five people, and the game is designed for up to four -- but also tried some things that didn't work well. And that's ok! That's why we playtest, to find out what doesn't work and experiment.

The scarcity of competency continues to be pretty great. Drawing the ship didn't work out as well as the first time, but I think that's because I didn't put a cap on the number of ship's systems. If you tell PCs they can have whatever stats they want, they go crazy. In the future, this'll be "pick one at +2, two at +1, one at 0, and one that is busted", or something similar.

There's a move I think is great: Rely on the Crew. If there's a problem the PCs don't want to deal with, they can have the crew deal with it instead. This is not a get out of jail free card -- relying on the crew always has a complication of the crew acting out. Even on a 10+. That has worked out surprisingly well, and keeps the game directed back to relationships.

No comments:

Post a Comment