playtest Archive

  • 
Sent this out this out to playtesters morning:
-------------------------------------------------
Howdy Playtesters!
I'm going to spend this weekend laying out your playtest packets and they will (hopefully) be in your hands on Sunday night. If you want a sneak peek at the raw text, which includes the intro chapter, a revised character creation chapter and the actual play rules, click the link below.
http://docs.google.com/View?id=dct676c8_161cb8bhmgn
RE: Character Creation: That process has been revised a bit to be more structured, bringing it in line with actual play. The most significant change is that I removed Bonds from the game. Every game design has a moment where you have to kill a darling to save the rest of the design, and Bonds had to be the one to go. Otherwise, character creation is pretty similar. You still come up with an origin and departure, there is still a trouble at the temple and you still get a chance to rescue someone from that trouble.
Anyhoo, the raw text linked above is still a work in progress. There may be a few more text edits before the weekend is out. Thus is the life cycle of game design. :P
-- Daniel

    [Do] Sneak Peek at the Raw Text

    Sent this out this out to playtesters morning:

    -------------------------------------------------

    Howdy Playtesters!

    I'm going to spend this weekend laying out your playtest packets and they will (hopefully) be in your hands on Sunday night. If you want a sneak peek at the raw text, which includes the intro chapter, a revised character creation chapter and the actual play rules, click the link below.

    http://docs.google.com/View?id=dct676c8_161cb8bhmgn

    RE: Character Creation: That process has been revised a bit to be more structured, bringing it in line with actual play. The most significant change is that I removed Bonds from the game. Every game design has a moment where you have to kill a darling to save the rest of the design, and Bonds had to be the one to go. Otherwise, character creation is pretty similar. You still come up with an origin and departure, there is still a trouble at the temple and you still get a chance to rescue someone from that trouble.

    Anyhoo, the raw text linked above is still a work in progress. There may be a few more text edits before the weekend is out. Thus is the life cycle of game design. :P

    -- Daniel

    Continue Reading...

  • 
Just sent out a PDF of the character creation chapter to ten playtest groups. Phew.
Now I guess I gotta work on the actual play chapter. :P

    [Do] Sent.

    Just sent out a PDF of the character creation chapter to ten playtest groups. Phew.

    Now I guess I gotta work on the actual play chapter. :P

    Continue Reading...

  • 
If you have registered to be a playtest group for Do: Pilgrims of the Flying Temple, I just sent out an email checking in to see if you're still available.
Registration began about a year ago, so I understand if you can't participate anymore. If you are still available, please email me back ASAP so I can send you the character creation PDF.
If you haven't registered yet, but you would like to be a playtester, fill out the form here and I'll add you to the mailing list.

    [Do] Playtester Roll Call

    If you have registered to be a playtest group for Do: Pilgrims of the Flying Temple, I just sent out an email checking in to see if you're still available.

    Registration began about a year ago, so I understand if you can't participate anymore. If you are still available, please email me back ASAP so I can send you the character creation PDF.

    If you haven't registered yet, but you would like to be a playtester, fill out the form here and I'll add you to the mailing list.

    Continue Reading...

  • [Do] Actual thing that happened in last Sunday's playtest

    "Come here, Fluffy!" urges the pilgrim.

    The cat snorts "My name is ZORG, human."

    The pilgrim replies, "But your collar says 'Fluffy.'"

    "That's MY name!" says the collar.

    Continue Reading...

  • 
This is just a quick reminder for folks who are making pilgrim characters this weekend. Here's the stuff you'll need to read
Greetings - A quick introduction to the premise.
About the Game - A slightly longer introduction to the basic elements of gameplay.
Planning the Pilgrimage - The procedure for deciding the thematic and content boundaries of your stories. There is also a step here in which you choose which letters you'll take on the pilgrimage, but because this is just character creation you can probably skip that bit. If you would rather not, you can find a bunch of letters here.
Creating your Pilgrim - This is the actual character creation procedure, which is sort of a tutorial and introduction to how stories are told in Do. This part doesn't have any mechanics per se, but it does follow a very structured procedure that introduces you step-by-step to some of the narrative tools at your disposal like your name, your bonds, and troublemaking.
So here's what I need, should you choose to accept this mission:

Notes of your thought process through each ✔ step. That includes any questions or comments. Please, point out any typos or grammatical errors!
Write-ups of characters you and your group created, including their Bonding stories. Final designs for character sheets aren't available at the moment because I'd also like...
Scans of any papers that come out of character creation. I'm curious how people organize their character's information on a plain sheet of paper. That will influence the final design of the character sheet.

Thank you!

    [Do] Reminder: Memorial Day Character Creation

    This is just a quick reminder for folks who are making pilgrim characters this weekend. Here's the stuff you'll need to read

    Greetings - A quick introduction to the premise.

    About the Game - A slightly longer introduction to the basic elements of gameplay.

    Planning the Pilgrimage - The procedure for deciding the thematic and content boundaries of your stories. There is also a step here in which you choose which letters you'll take on the pilgrimage, but because this is just character creation you can probably skip that bit. If you would rather not, you can find a bunch of letters here.

    Creating your Pilgrim - This is the actual character creation procedure, which is sort of a tutorial and introduction to how stories are told in Do. This part doesn't have any mechanics per se, but it does follow a very structured procedure that introduces you step-by-step to some of the narrative tools at your disposal like your name, your bonds, and troublemaking.

    So here's what I need, should you choose to accept this mission:

    • Notes of your thought process through each ✔ step. That includes any questions or comments. Please, point out any typos or grammatical errors!
    • Write-ups of characters you and your group created, including their Bonding stories. Final designs for character sheets aren't available at the moment because I'd also like...
    • Scans of any papers that come out of character creation. I'm curious how people organize their character's information on a plain sheet of paper. That will influence the final design of the character sheet.

    Thank you!

    Continue Reading...

  • 
Any mathematically oriented people out there want to help me out with a probability experiment? This is in regards to the system I'm using for Do: Pilgrims of the Flying Temple. I think I've come across a pretty elegant pacing mechanic. I tried running these experiments manually and writing down the results, but I think I'll need some serious math to get any kind of reliable results. I'd appreciate any help you can offer.
-----------------
There are four players: Adam, Beth, Charlie, Donna.
There is a bag filled with eight black stones and eight white stones.
Each turn, a player draws three stones from the bag, resulting in any of the following possible outcomes:○ ○ ○● ○ ○● ● ○● ● ●
After drawing, the player has a choice to either keep the black stones or keep the white stones.For example: Adam drew ●○○ and chooses to keep the ○○.
The stones she does not keep are put back into the bag.For example: Because Adam did not choose ●, it goes back into the bag.
After the stones are put into the bag, the turn ends.
When there are 2 or fewer stones in the bag at after a player draws their stones, the game is over.
-----------------
EXPERIMENT 1Adam and Beth will always choose to keep the highest number of stones.
Charlie and Donna always choose to keep the lowest number of stones. (That includes keeping zero stones, in the case of drawing three-of-a-kind.)
-----------------
EXPERIMENT 2
Players are now allowed the option of removing stones from their reserve, to add to their draw. Restriction: Players may only spend their black or white stones from their reserve, not a mixture of both. Any spent stones are placed in the bag along with the rest of the stones that a player did not choose to keep.For example: Beth drew ●○○ and chooses to keep the ○○. She also has ●●●○○ in reserve. She spends all her black stones, thus putting ●●●● back in the bag. She now has ○○ in reserve at the end of her turn.
In addition to the color-restriction, players may only spend up to 3 stones from their reserve.For example: If Charlie had ○○○○● in his reserve, he could only spend at most ○○○.
Adam will always keep the highest number of stones possible. Also, he will always spend the maximum number of black stones he has in his reserve.
Beth will always keep the highest number of stones possible. Also, she will always spend the maximum number of white stones she has in her reserve.
Charlie will always keep the lowest number of stones possible. Also, he will always spend the maximum number of black stones he has in his reserve.
Donna will always keep the lowest number stones as possible. Also, she will always spend the maximum number of white stones she has in her reserve.
-----------------
QUESTIONS- How many turns are in an average game?Hypothesis: 10-15 turns.
- How likely is it to draw three-of-a-kind? (That is, ○○○ or ●●●) Hypothesis: 4 occurrences of three-of-a-kind per game.
- What is the likelihood of drawing three-of-a-kind in each turn as the game progresses?Hypothesis: Highly unlikely in the first round, but with such increasing likelihood in each subsequent turn that there is never a complete round of turns after the first.
- How many turns are there between occurrences of a three-of-a-kind as the game progresses?Hypothesis: About five turns before the first occurrence. Less than three turns before the second. Less than two before the third. Almost 0 before the fourth.
-----
Once again, I thank anyone who is willing to run these experiments. :)

    [Do] Mathy folks, I have a doozy of a probability experiment for you.

    Any mathematically oriented people out there want to help me out with a probability experiment? This is in regards to the system I'm using for Do: Pilgrims of the Flying Temple. I think I've come across a pretty elegant pacing mechanic. I tried running these experiments manually and writing down the results, but I think I'll need some serious math to get any kind of reliable results. I'd appreciate any help you can offer.

    -----------------

    There are four players: Adam, Beth, Charlie, Donna.

    There is a bag filled with eight black stones and eight white stones.

    Each turn, a player draws three stones from the bag, resulting in any of the following possible outcomes:
    ○ ○ ○
    ● ○ ○
    ● ● ○
    ● ● ●

    After drawing, the player has a choice to either keep the black stones or keep the white stones.
    For example: Adam drew ●○○ and chooses to keep the ○○.

    The stones she does not keep are put back into the bag.
    For example: Because Adam did not choose ●, it goes back into the bag.

    After the stones are put into the bag, the turn ends.

    When there are 2 or fewer stones in the bag at after a player draws their stones, the game is over.

    -----------------

    EXPERIMENT 1
    Adam and Beth will always choose to keep the highest number of stones.

    Charlie and Donna always choose to keep the lowest number of stones. (That includes keeping zero stones, in the case of drawing three-of-a-kind.)

    -----------------

    EXPERIMENT 2

    Players are now allowed the option of removing stones from their reserve, to add to their draw. Restriction: Players may only spend their black or white stones from their reserve, not a mixture of both. Any spent stones are placed in the bag along with the rest of the stones that a player did not choose to keep.
    For example: Beth drew ●○○ and chooses to keep the ○○. She also has ●●●○○ in reserve. She spends all her black stones, thus putting ●●●● back in the bag. She now has ○○ in reserve at the end of her turn.

    In addition to the color-restriction, players may only spend up to 3 stones from their reserve.
    For example: If Charlie had ○○○○● in his reserve, he could only spend at most ○○○.

    Adam will always keep the highest number of stones possible. Also, he will always spend the maximum number of black stones he has in his reserve.

    Beth will always keep the highest number of stones possible. Also, she will always spend the maximum number of white stones she has in her reserve.

    Charlie will always keep the lowest number of stones possible. Also, he will always spend the maximum number of black stones he has in his reserve.

    Donna will always keep the lowest number stones as possible. Also, she will always spend the maximum number of white stones she has in her reserve.

    -----------------

    QUESTIONS
    - How many turns are in an average game?
    Hypothesis: 10-15 turns.

    - How likely is it to draw three-of-a-kind? (That is, ○○○ or ●●●)
    Hypothesis: 4 occurrences of three-of-a-kind per game.

    - What is the likelihood of drawing three-of-a-kind in each turn as the game progresses?
    Hypothesis: Highly unlikely in the first round, but with such increasing likelihood in each subsequent turn that there is never a complete round of turns after the first.

    - How many turns are there between occurrences of a three-of-a-kind as the game progresses?
    Hypothesis: About five turns before the first occurrence. Less than three turns before the second. Less than two before the third. Almost 0 before the fourth.

    -----

    Once again, I thank anyone who is willing to run these experiments. :)

    Continue Reading...

  • 
If you've read Planning the Pilgrimage and Creating your Pilgrim, you may have noticed placeholders that say [EXAMPLE: 200 Words] or [EXAMPLE: 400 Words].
These are placeholders for examples of play. The word count is roughly how much space I have to write those examples. I want the main text to get all the information across on its own, thus allowing the examples of play to be reinforcement and pure example. Thus, I'm just using placeholders for now.
Do you have some time with your gaming groups this Memorial Day weekend and want to do me a super-big favor? Try running through these two chapters and take some notes after each ✔. That will really help me write examples that are true to life and also point out where the text needs to be clearer. I know it's tough to read the text in its raw state, but hopefully it's enough to make your characters.
Note: One of the steps in Planning the Pilgrimage references a chapter that is as yet unwritten, Letters to Heaven, but you can find a whole bunch of letters on the old forum here.
So here's what I need, should you choose to accept this mission:

Notes of your thought process through each  ✔ step. That includes any questions or comments. Please, point out any typos or grammatical errors!
Write-ups of characters you and your group created, including their Bonding stories. Final designs for character sheets aren't available at the moment because I'd also like...
Scans of any papers that come out of character creation. I'm curious how people organize their character's information on a plain sheet of paper. That will influence the final design of the character sheet.

And that's it! Send me an email at omnimancer@yahoo.com if you can do all this. :D

    [Do] Call for Volunteers: Memorial Day Character Creation

    If you've read Planning the Pilgrimage and Creating your Pilgrim, you may have noticed placeholders that say [EXAMPLE: 200 Words] or [EXAMPLE: 400 Words].

    These are placeholders for examples of play. The word count is roughly how much space I have to write those examples. I want the main text to get all the information across on its own, thus allowing the examples of play to be reinforcement and pure example. Thus, I'm just using placeholders for now.

    Do you have some time with your gaming groups this Memorial Day weekend and want to do me a super-big favor? Try running through these two chapters and take some notes after each ✔. That will really help me write examples that are true to life and also point out where the text needs to be clearer. I know it's tough to read the text in its raw state, but hopefully it's enough to make your characters.

    Note: One of the steps in Planning the Pilgrimage references a chapter that is as yet unwritten, Letters to Heaven, but you can find a whole bunch of letters on the old forum here.

    So here's what I need, should you choose to accept this mission:

    • Notes of your thought process through each ✔ step. That includes any questions or comments. Please, point out any typos or grammatical errors!
    • Write-ups of characters you and your group created, including their Bonding stories. Final designs for character sheets aren't available at the moment because I'd also like...
    • Scans of any papers that come out of character creation. I'm curious how people organize their character's information on a plain sheet of paper. That will influence the final design of the character sheet.

    And that's it! Send me an email at omnimancer@yahoo.com if you can do all this. :D

    Continue Reading...

  • Hey, everyone! Ryan here. As promised, we’ve got some updates on the progress of The Dresden Files RPG to share with you all. For those who haven’t been a part […]

    January Status Update

    Hey, everyone! Ryan here. As promised, we’ve got some updates on the progress of The Dresden Files RPG to share with you all. For those who haven’t been a part […]

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  • In the last month we’ve concluded our second major alpha playtesting effort (the “Burning Alpha” as we called it — a crucible for refining the revisions that came out of […]

    Alpha Playtest Link Roundup

    In the last month we’ve concluded our second major alpha playtesting effort (the “Burning Alpha” as we called it — a crucible for refining the revisions that came out of […]

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  • Did I forget to mention that staceyinastoria started up a dresdenfilesrpg livejournal community?  I may have.  If I did, I hereby correct it!

    I am lax…

    Did I forget to mention that [info]staceyinastoria started up a [info]dresdenfilesrpg livejournal community? I may have. If I did, I hereby correct it!

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