Showing posts with label playtest. Show all posts
Showing posts with label playtest. Show all posts

Monday, June 17, 2013

WotA Playtesting During Origins

So, I got in a number of playtests of Wrath of the Autarch during Origins.  Weirdly, they were all of the Infiltration mini-game, probably because it has an element of finality to it that the other mini-games don't.

Anyway, I don't have any huge revelations or overhauls (probably a good thing), but I did think of some minor changes both during play and afterward.


  • Use spatial maps for Infiltration.  This isn't required, but it does make it fun.  The only issue is that the default mode is that any zone can be reached from any zone, and that's not always true when you bring in a map.  Have to think if that will make it too hard.
  • For casting spells in the narrative scene, the first mana spent should just fuel the spell (and not also act as a fate point).  It's good enough to use Spellcraft for a power.
  • Use compels to add new obstacles related to the players aspects.  I did this a lot to great effect - need to make sure it's spelled out clearly as an option.
  • Limit the narrative phase to three rounds, instead of four.  Four was a little too long, and that needs to be as quick as possible.  Luck could really sham the players occasionally, but as it stands now I think it's a little too easy.
  • Need to make sure there are a good variety of outcomes for Infiltration missions on the strategic game, particularly for things like assassination.  I'm guessing assassination could already be covered as just a way to sabotage certain developments, but this needs to be spelled out.
Other thoughts, outside of that, revolved mostly around trade missions and the overall strategic game.  I've simplified trade a little, but I may need to go further.

I have some other thoughts on what I'm going to do with the document going forward, but I'll save those.  For this week, I think I'll add in those tweaks, and maybe work to completely finish the Autarch chapter.  That will give me a good template for all the other factions.



Friday, May 3, 2013

WotA Playtest Packets

With summer con season approaching I've been thinking about coming up with some different playtest packets for WotA.  Since WotA is a kingdom building game, it's a little harder to come up with a way to showcase how it works, but I think trying to come up with a "use case" for each of the mini-games is a good way to go.

The mini-games are: Skirmish, Infiltration, Diplomacy, and Warfare.  The Infiltration and Diplomacy mini-games are probably where I'll focus first.  The Skirmish mini-game is basically the Fate Core conflict system, so it's not very unique, and Warfare is a little trickier to demo, since there's more overhead in terms of an area to lay out different counters for units and such.

I think it would be nice to come up with backstories for different Strongholds, focused on different sorts of activities.  That way, I can have playtests which are varied both mechanically, and thematically, showing off the different possibilities in the game.  It will also probably help me in design, since I can see how valid the various strategies are.  I would group a set of five pre-generated characters with a sheet for the stronghold, and one mission.

For diplomacy, probably a trade mission is the best way to go.  Maybe a trade mission to Lily Manor in year two or three, with the goal of getting assistance setting up various methods of tracking commerce and trade, with the hope of increasing soft power.  This could feature diplomatic maneuverings and highlight how the trade system works.  It's helpful to have a cultural theme for the Stronghold - maybe a sort of fantasy Renaissance Italy?

With Infiltration, I already have quite a few options fleshed out (courtesy of what my home group has been doing).  One that sounds good is a mission to help Burgan Vale (they're sort of the hippie mage faction), that are being attacked by the Autarch via a bizarre mana draining device.  This would fit a group that was going a more magic/stealth route.  I've wanted to base one Stronghold after a fantasy Asian (maybe Chinese?) theme, and maybe this would be a good fit.  This Stronghold would also probably be a mid-game society (year two or maybe three).

For Skirmish, I can probably just use the characters already in the book and one of the initial Conquest missions, probably to take Sightrock - which seems to be a de facto opening season move.  I'm also not really as interested in playing Skirmish during playtests, not because I don't like it, but because it already works fine, and I don't see it changing.

I'll probably punt on Warfare for now, but I think that would be suited to a late game Stronghold, with a strong military, attacking the Autarch.  But I'll have my hands full just creating characters and sample Strongholds for the Infiltration and Skirmish cases, so I doubt I'll get to Warfare, but ideally, I would like to have one strong playtest ready for all four types of mini-games.