Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - jamesgraham

Pages: [1]
1
AW:Dark Age / Second Playtest: Concrete Cow 14 1/2
« on: September 18, 2014, 08:46:52 PM »
I ran a second playtest at Concrete Cow 14 1/2, a con that takes place twice a year in Milton Keynes, England.

In this game, I managed to speed up the set up enormously by getting my players to fill in a proforma with all the stronghold and peoples options on it, and then compiling the results at the start. That way, I could focus on asking establishing questions rather than the options themselves - I felt a lot more comfortable with this.

Other than that, setup was fairly straightforward - except that I ended up skipping households entirely and focusing on the relationships between the characters. Again, I was a lot happier with this.

What we ended up going for was a small community which had been established around a stronghold which was at the base of a stone henge. It was also marshland and the site of an ancient battle in which hundreds of people from across the kingdom died. As such, ghosts roamed the landscape and much of the Felgars' rites were focused on maintaining good relations with them.

We established an interesting combustible relationship between the moderate Keep Liege and the more militant Dragon Herald. The latter's general response to being threatened by the neighbouring warlord was to take independent action - which gave us a good opportunity to try out the Denied Your Right move.

The other characters included an Outranger who generally sided with the Dragon Herald, a Wicker Wise who was the wife of the Keep Liege and a Peasant Beauty who was actually the daughter of the Keep Liege from a previous marriage.

Again, kicking things off with the season moves was a bit of a challenge. As I was trying to try out the battle moves, it was relatively straightforward however, in that I simply gave them reports of the enemy marching towards them. The rest of the story involved them mustering forces from neighbouring communities, which partly involved doing a deal with the ancestral ghosts to help them out.

We built the story up towards a big battle. I had two problems with the battle moves. Firstly, when it came to using them I wasn't entirely clear how to use them. They were being attacked, so I assumed that the first move was Come Under Attack, but as the move stands you simply roll dice and select a number of options. But what about the enemy? I assumed that they got to choose two options from the Lead An Attack list, a bit like the Single Combat move but it wasn't clear.

My other big problem is that, frankly, I don't know anything about how mass combat really works, and the system doesn't really help me. As such, I was really struggling to turn this into something narratively interesting. There's a huge number of options, which made selecting them quite slow, and it ended up being purely procedural. In addition, only one player got to roll any dice.

The Fighting In Company move is a bit odd. It makes it clear that it takes place at the end of the battle, but if you do that then the move is fairly uninteresting. By the end of the battle, the amount of damage that the side has taken is sufficient that no-one has any choice but to pick the unhurt option, while the "at your war leader's side" option doesn't seem to have any point unless it happens during the heat of battle. It seems like a far more interesting move if you use it after each attack move as it gives each character something to do.

In the end, the aftermath of the battle was much more interesting than the battle itself, with the warlord fleeing the battlefield and seizing the Wicker Wise who had been hiding out on the henge.

So, my main comments on the battle moves is that they need clearer explanations, fewer options in Lead an Attack and Come Under Attack, and the Fighting in Combat to take place after each attack move. I'd probably find some kind of abstracted battle map which correlates with moves quite useful as well.

Still struggling with the setup. Ignoring the household rules was helpful. Far fewer, more interesting options for strongholds and peoples would also be welcome.

Still very excited about the game and looking forward to seeing the next iteration!

Thanks

2
AW:Dark Age / Re: London playtest report
« on: September 04, 2014, 07:09:03 PM »
Cool. More positively, what I should have added is that I really love the new experience system and if you're going where I think you're going with the mantles, I think that will really sing.

3
AW:Dark Age / London playtest report
« on: September 04, 2014, 11:58:48 AM »
(I hope this is the right place to put this. Apologies in advance if I should be sticking it in a thread somewhere)

So, we had our first attempt of the playtest rules last night at the London Indie RPG Meetup (actually, a group of us tried to play the pre-playtest release way back in March, but I failed to fill in a report on how that went because reasons).

Our game was a bit of a failure, but a big part of that was two players who were unfamiliar with AW turning up late and me trying to run it for the first time with a large group.

Stronghold setup was quite straightforward. Because of the level of ambient noise, I ended up having the players take turns picking from the lists rather than attempt to achieve consensus on each item. I think I'd do that if it was quieter as well as I prefer that to taking votes, etc. The armory choices, and to a lesser extent, the fortifications, were a little uninteresting; could those be changed to slightly fewer choices which open up questions or otherwise have more flavour? While I get the mechanical difference between choosing shields rather than bows, it's a little flat. Even the first two sections would be strengthened by questions at the end of each option, in my view. We ended up going for a Helm's Deep-style fortress, deep in the hills where a small band of outlaws and rebels were eking out an existence to avoid the various warring factions.

People setup was fine, and more flavourful than Stronghold. Combining the playbook with the rules page would be helpful, but I'm sure you have that in hand. In keeping with the idea of our stronghold, we went for a mishmash of people with diverse ethnic backgrounds. We went for "clan" size, which sort of worked for what we had in mind but would probably have presented challenges if we'd got as far as trying the mass combat rules. A list of names for peoples (as opposed to people) would be really handy both for set up and when establishing new threats later on.

Playbooks. The experienced AW players had no problem with these, the ones who had never played AW before struggled, but I think that was largely my fault and the disruption of them arriving late.

Households. I wasn't entirely sure what to do with these. Were we meant to be creating one household together and slotting everyone in accordingly, should each player have their own household, or a bit of both? As it was, we started off with everyone creating their own households, realised that lead to a bit of a mess, and rationalised it down to two: a sort of soldier's barracks which four of the PCs were part of, and a peasant beauty who was part of her family's household. No-one wanted to be in charge of either a household or the stronghold, which presented some challenges.

Fundamentally, the lack of Hx or Oaths was a real issue for me. We ended up creating a default relationship map anyway, but I really think it should be done at this stage.

Season moves. Is this enough to get the game started? I'm going to go for no. Most of them have a mechanical effect but very little narrative drive (he exception to this is Travel, Soldiering and to a lesser extent At the Hearth - the latter will probably have more resonance after a couple of sessions once characters have become established). I'd like all the ones which give you some kind of benefit to have a "but" attached. I really like the way the Farmstead move on The Man playbook in Sagas of the Icelanders works - it drives need and thus story. More dice rolling in Season moves would be awesome as the various results clash together.

Play. Getting started was a little slow. We'd only managed to establish one really strong hook during the season move phase, with news of a neighbouring warlord mounting a war party to attack the stronghold. Getting the players to set up their own dynamics and relationships was hard, and when I suggested more antagonism to help with the drama that lead to more "well, I'll just be a jerk/sleaze to X then" rather than anything that we could really use. When we finally got everyone out of the keep and exploring the wilderness, things started to get more interesting. I got everyone to make Undertake Great Labour rolls and badness ensued in the form of an enemy scouting party. Things were just getting going when we decided we'd run out of time and that was that.

No mass combat, sorry. We did try the Single Combat move and liked it - especially the "spend blind" rule, although it might be an idea to have cards or something similar to do that with (I'm a bit fan of putting moves on cards generally, but that's off topic really). Next time I playtest it, I'll come better prepared with some cards to make this quicker and more dramatic.

General. Amongst the people who had read the "first look" documents, there was some remorse for the loss of rank and genealogy. In general, it seems that the game is de-emphasising PvP, which is a reasonable choice, but status is such a strong driver for conflict - even amongst people on the same "side" - that I think it should be made more prominent somehow. Both those sections really set an inspiring tone which the new background documents don't. Similarly, the talk of the "Empire of the Eagle" as opposed to the Roman Empire did a really good job of setting the game "one step beyond" historical cosplay.

The playbooks in the first look docs were certainly more colourful, but that seems to have been replaced by the mantles, which we haven't seen yet. I can certainly see the benefit of uncovering destiny over time as the fiction develops rather than jabbing it in there from the get go. As it stands though, I think the setup doesn't provide enough kickers to get everyone running out of the door. A bit more preparation on my part might have helped however, so I'll see how my second playtest works.

Thanks. Hope I don't sound unduly negative. I did have several players ask us to carry on the story into another session, which suggests the players were getting a lot out of it.

Pages: [1]