Lessons in Playtesting

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Re: Lessons in Playtesting
« Reply #15 on: December 19, 2010, 07:47:00 PM »
Pierre says "It stops now, or maybe you wake up very cold one morning, you get me?"

(Tangent)
Goddamn Pierre! (Shakes fist)

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lumpley

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Re: Lessons in Playtesting
« Reply #16 on: December 19, 2010, 11:47:55 PM »
There were also the "toyboxes" and whatnot - and the Angel kit items being individual things for healing particular sections of harm.

Hey, what was the deal with these things? Why were they removed? They seemed pretty cool, at least on paper, right?

What was the catch here?

Well, I mean, they just weren't fun in play. Too fiddly in the wrong places, not suggestive enough in the right places.

I promise to get back to this thread for reals soon!

-Vincent

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Chroma

  • 259
Re: Lessons in Playtesting
« Reply #17 on: January 17, 2011, 02:08:39 PM »
I promise to get back to this thread for reals soon!

-Vincent
*poke*

I love hearing about the "Days Before"...
"If you get shot enough times, your body will actually build up immunity to bullets. The real trick lies in surviving the first dozen or so..."
-- Pope Nag, RPG.net - UNKNOWN ARMIES

Re: Lessons in Playtesting
« Reply #18 on: January 26, 2011, 02:11:01 PM »
I have a question about pre-release stuff.

On the Forge, you often reference something that seems like a move called "making a break for it".

What did this move do and why was it dropped (or changed)?

Or, maybe it wasn't a move at all and I'm just assuming it was.

I think it was. Found this:

And making a break for it is good for cases in-between. Like, here's our PC hiding behind a doorway with a garrote, and she jumps on her victim when he comes through, but he has a gun. She might kill him, but he might shoot her too in the struggle, so the range of outcomes for making a break are a good fit.

Is this an earlier version of seize by force?