Mezzo Game System - Playtester's Wanted

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Shimera9:
Alright, I've added the Seed Deck idea in an Extra Options section on the main playtest doc.  If there's interest I'll see about building some sample decks.  In the meanwhile, I'll probably just use an existing deck like Munchkin, Drakon, or Once Upon a Time.

Lance D. Allen:
Hey David,

I spent a good chunk of last night going through your document, and I'll finish it up tonight. I'll be passing up commenting on the newest addition because of the hoops I have to jump through to view the document here at work, though, at least for now. I hope you don't mind, but I almost literally went through your document with a red pen and a highlighter. There're corrections in there, but mostly it's questions and a few suggestions. I'll share my marked up document with you on Google Docs so you can see it. The comments in there can be taken as either suggestions, or beginning points for discussion, whichever you prefer.

Shimera9:
I got the document and am phasing over some of the changes.  I probably should have hauled Alyssa in for editor duty earlier as she's good at catching the typos.  I'll work on getting those worked out this week.

As for the ideas, I've already addressed a few in the email, but let me put some up here so we have more potential feedback.

The biggest point seems to be a misunderstanding on the Resolving Conflicts section.  The section isn't just about what to do when player's argue.  Those mechanics actually lay down the ground work for the rest of the game.  Anything that happens within the game is subject to those rules.  I may need to rewrite it, but it breaks down something like this.

1. Player puts out a suggestion on what they want to happen.
2. If opposed, each side can take a few minutes to state their case.
3. If still opposed, put it to a vote.  The outcome can be decided by either:
 A. Taking the middle value.
 B. Letting the dice decide.

These same mechanics form the basic for the action check system, which in turn fuels the challenge system.  The dice mechanics for the game are right there in the "Leave to Chance" section.

The next point of confusion seems to be introducing terms before they're explained.  Adding entries to the "Terms" section may help with that.  I also think some rearranging my help.  For example, I may want to move Adversity into the character section.

You also mentioned an interest in Setting Laws.  I do like how they let you encourage certain playstyles.  You could easily add something like "Fortune favors the bold" to reward risk taking.  In fact, the rules for setting themes at turning points take advantage of that.  By adding a temporary setting law, the winners of the game's turning point can have a big impact on how the plot arc resolves.

Lance D. Allen:
David,

I cannot guarantee that I'll get to this this month. I want to be able to seriously think about my responses, and I'm going to be very busy through the first week of next month, and my access to the internet will be very sporadic within the same period in any case. As soon as I have the time to really dig into it, I'll get back to it. Keep an eye out.

Also, for further discussion of the rules, you may want to hit the Playtesting (if you've managed to get any done) or First Thoughts forum. You'll likely get more eyes on it than just mine.

Shimera9:
Lance, that's understandable.  I've got limited time to work on this myself, so I know how that can be.  It will take me a while to go over the all your suggestions anyway.

It looks like the next update will focus on typos, layout, and clarification.  The comments about the actual mechanics are relatively light at this point and can reviewed after I clean things up.  Any other eyes are certainly welcome.

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