So, we’re approaching completion, in terms of writing up the initial content and before we head towards the crowdfunding, editing, layout, and the rest of the frankly
terrifying daunting prospects, we get to indulge in one of the more fun aspects of putting an RPG together.
Why do we do this?
First off, we want to establish a few things:
Do the mechanics work? What do we need to change? What have we missed?
While, having designed the system, and crunched the numbers on the probability end of things, it’s always good to prove that the mechanics work. Not only that, but they feel right. Is combat streamlined and elegant? How lethal is it? Is it too lethal? Are we using the right terminology across the board?
Which leads to: Are the rules accessible? Things ought to be clear and concise, with little room for ambiguity. Letting others look this through will give us the chance to see where we mightn’t have been clear, and fix things.
The main thing we’ll be looking at here is the overall feel and balance of the mechanics, and tweaking the errant values accordingly
Does the setting feel right? What have we missed? Again, what should we change?
This is probably going to be requiring a couple of passes, running a few scenarios in different places. We’ll be attempting to gauge the feel of the fluff and worldbuilding, as opposed to the crunch. Do any of the names or terms sound clunky, silly or possibly offensive? This is where we seriously consider changing them.
Is it fun?
That strange, ephemeral thing. If it’s not fun, then we’re doing something wrong, and should probably go back and do something about it. This sounds really obvious, but there may be little things that serve to make things “not fun”; little inexplicable details that can turn something from bad to good, or even from great to awesome. This is the “none of the above” category, where we find things to tweak that are neither rules or setting, but equally important to bringing the game together.
This is more or less a mission statement for our initial playtesting sessions. Once these are underway, expect game summaries, a list of session quotes that are either bad-ass or made us laugh, along with the occasional exposé on in-universe things and mechanics.
Until then, Hard Love