[Secret Hearts] First Playtest - A Lot to Think About

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happysmellyfish:
It's driven me insane, but you can now download version 0.2 of Secret Hearts.

Pretty much everything has changed in some way, including...

Players are explicitly assigned to pro- or anti- conspiracy camps throughout the game.
It is always strategically better to win hands, meaning more narration is mechanically rewarded (instead of punished).
Lots of crazy shit about being writers in Hollywood.

You can download the ridiculous Photoshop version here: http://www.mediafire.com/?ztbg60sccadyoyq

And the printer friendly version here: http://www.mediafire.com/?5gcb6t74b29289r#1

As far as the kind of feedback I'm looking for...

Does it seem like the competitive card playing elements are too complicated? I've played just the card game, sans roleplaying, and it's reasonably deep. One player in particular is a card counter, and he experienced some analysis paralysis trying to keep track of everything - that is to say, trying to keep track of EVERYTHING. Simply choosing a card to play is reasonably easy.

Is the Climax mechanic too laborious? I'm hoping there are three things that spice it up. Firstly, it's in some degree random rather than pre-determined. Secondly, there are genuine mechanical stakes involved. Thirdly, those stakes rise the longer the Climax takes to conclude.

Lastly, how clear are the rules on the whole? I'm not someone with a background in technical writing, so I find the task of conveying a complex process fairly daunting.

And, of course, I'd love to hear from anyone with two cents about the project.

Thanks!

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