What do you look for in a game setting? Part 2
Hopefully you've enjoyed the two short samples of life in the world of Immortals' Wake…
After 15 years or so of working on the Moebius Adventures system as we designed it way back when, it’s nice to have your eyes opened by intelligent players who can provide constructive criticism from a different perspective. Instead of approaching the game as a static memorial to a fallen comrade, it should remain vibrant and alive as Sean would have wanted it. (You can see some of the previous playtest articles here, here, and here.)
Using these simplified and revamped rules, I’m going to go back to my “Wizardry 101″ concept and see how things shape up with a built-in, quick start set of rules for combat as well as how to handle some introductory magical concepts. Once I get the quick start rules module written, I’ll apply it to a slightly tweaked sample adventure and throw it out there so I can playtest some more and ask you kind folks to look at it and provide feedback as well.
Does anyone have any war stories about playtests? I’m interested in first-hand testing as well as testing from outside groups. I hope to learn from these stories and maybe even write up an article on best practices if I get enough feedback.
Anybody? Anybody? Bueller? Bueller? Either leave me a comment here or send me an e-mail at fitz (at) moebiusadventures (dot) com. I’d love to hear from you.