Mar. 8th, 2009

[identity profile] drcpunk.livejournal.com
We just got back from Intercon I. Both of our games went reasonably well, but both need more revising. Presque Vue needs a lot of tweaking, now that we saw what didn't quite work. Jamais Vue needs one mystery plot tweaked some more. It's still too hard for the players interested in it to have a real chance of solving it, and the character most interested in solving it needs to have more goals. We also want to revise at least one of the mechanics.

Thanks to all of our wonderful players, and we do want feedback on both games. We want to make them better.

I played:

Gerry Cornell in It Was Space, But They Heard Her Scream. This was a really good role for me because it has a combination of very clear guidelines and extreme flexibility. It also helped that I went in with expectations matching the type of game this was.

Ariada Dyne in The Madrian Secret, where, I gather, we surprised the GMs as much as the players surprised us in our games. I'd like to know what surprised them. There were a couple of plot points that had us scratching our heads and going, "Well, okay, but that really makes no sense." Still, I was pleasantly surprised that we managed to avoid utter disaster. There was also an interesting mechanism for searching through piles of documentation. I'm not sure how to tell whether a given player will love it or hate it, but once I actually read the rules for how the mechanic worked, it was fine.

Various horde characters in GM Space. I managed to get the ones that were probably the most fun to play.

One the ride back, we all talked about various larps to work on -- or, in some cases, not to write, even if we really want to. Well, if some of us want to. We have plenty of larps to work on from the "Done, but needs tweaking" pile to the "Okay, we can do these quickly" to the "Well, this will take work, but it's worth it" that we don't really have to do the "We really shouldn't, but..." ones.

We do want to revise Ghost Fu, and currently, the motivator is that we don't to work on Ghost Fu 2 until we've revised the first one. And, for me, I want to get the weekend long larp that I've been working on with our other group back on track. I don't get to be any kind of lead writer on anything until that game has made substantial progress.

(Crossposting to [livejournal.com profile] interconlarp.)
[identity profile] drcpunk.livejournal.com
We just got back from Intercon I. Both of our games went reasonably well, but both need more revising. Presque Vue needs a lot of tweaking, now that we saw what didn't quite work. Jamais Vue needs one mystery plot tweaked some more. It's still too hard for the players interested in it to have a real chance of solving it, and the character most interested in solving it needs to have more goals. We also want to revise at least one of the mechanics.

Thanks to all of our wonderful players, and we do want feedback on both games. We want to make them better.

I played:

Gerry Cornell in It Was Space, But They Heard Her Scream. This was a really good role for me because it has a combination of very clear guidelines and extreme flexibility. It also helped that I went in with expectations matching the type of game this was.

Ariada Dyne in The Madrian Secret, where, I gather, we surprised the GMs as much as the players surprised us in our games. I'd like to know what surprised them. There were a couple of plot points that had us scratching our heads and going, "Well, okay, but that really makes no sense." Still, I was pleasantly surprised that we managed to avoid utter disaster. There was also an interesting mechanism for searching through piles of documentation. I'm not sure how to tell whether a given player will love it or hate it, but once I actually read the rules for how the mechanic worked, it was fine.

Various horde characters in GM Space. I managed to get the ones that were probably the most fun to play.

One the ride back, we all talked about various larps to work on -- or, in some cases, not to write, even if we really want to. Well, if some of us want to. We have plenty of larps to work on from the "Done, but needs tweaking" pile to the "Okay, we can do these quickly" to the "Well, this will take work, but it's worth it" that we don't really have to do the "We really shouldn't, but..." ones.

We do want to revise Ghost Fu, and currently, the motivator is that we don't to work on Ghost Fu 2 until we've revised the first one. And, for me, I want to get the weekend long larp that I've been working on with our other group back on track. I don't get to be any kind of lead writer on anything until that game has made substantial progress.

(Crossposting to [livejournal.com profile] interconlarp.)

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