I've been playtesting Cataclyzm to get a feel for how the game flows well, as its not a traditional roleplay and has moments where even I as GM get fazed and left wondering if I'm making a fun game or forcing an idea. So I decided to blog my thoughts..
DD12 Cataclyzm Playtest Diary #1
A Typical Afternoon in Cataclyzm. |
Cataclyzm has alot of great ideas, but alot of crummy ones too, so I've decided to play test them out, and see what works and what sucks.
First Characteristics: Most games start with long sessions to create characters, but the draw back is, long character creation = far less desire for players to lose their character. Also, rolling vs choosing, both have their draw backs, but what about situational voting?
So what we do in Cataclyzm is give the group the choice.. Here is the situation.. who is going to volunteer to solve it, why are you volunteering, because you're the best at it, group votes if they should be "the best" or "just good", if they are "the best" they should also choose something their 'not so good at' to balance..
i.e. The Players awoke in darkness, tore the membrane/cloth that covered their face and looked around, the first thing they saw was some insane crossbred horse/turtle with a mouth of teeth. The first to get up and go towards it, would likely be the most courageous, the group votes him "most" courageous, a 21 is assigned as his courage score, and he steps forward to the beast.
As play progresses, We discover who our archer/ranger is because one of them decides he wants to throw a rock, and he wants to be good at it. We discover who our warriors are, because the grab rocks and start stabbing at the thing, one is a fast warrior, the other strong.. again, because the group voted yes to each of them being 'good' at it.
Imagine its dark, that head is twice as large and 7 ft tall! |
When One of the group got bitten, the question was.. Do you have enough health to survive this? why? do you have any skills that might mitigate this situation?
As the turtles neck spun around in his direction, our warrior quickly turned his body away at an angle, the bite was harsh, but escaped being deadly as his bones halted the crushing jaws of the beast, just long enough for him to pull free.. a gaping wound, but one that could be survived.
Of course, We can't all be heroes in all ways possible. eventually most players had 3 defining stats of 21, 19 and 17, with 3 counter stats of 4, 5 and 6, while other players had more averaged 18, 16 and 14, with a 6, 7 and 8, the rest of the numbers were in the 10-11 range..
Play testing, I had allowed players to 'spend' the spare points to round out their characters, but they of course min-maxed a few stats, for the future I'll ensure the rule is 'average' out the remaining points.
Skills:
At first I was all "Oh you can be anything you want, are you a medieval peasant, or a caveman or a guy from present day earth or someone from star wars or warhammer 40k", the caveat is, they have to take skills relevant to their character, not the situation.. Also, their characters all have amnesia to begin with, "who am I" so their skill list is empty.. the problem is, they take skills as they need them anyway, not skills that are character relevant, but situationally useless, I'm going to have to bring in some kind of lists and have them roll or something, players could later invent their own lists and hand them to the GM.. they know what skills they 'might' get, but not when they will 'remember', or they could even not remember anything and just learn their skills from the GM never really knowing who they are until weeks into the campaign.
Again, this is to get the game flowing fast, decisions in character creation slow people down, take away the choice and direct their agency into interpreting the situation, gives players creative freedom with creative barriers, often best used when you're not sure whats best.
As the character settled down for the night, lost as to their place in the universe, the pondered their existence. They chewed on their uncooked turtle-horse leg meat, tended their acid wounds, and kept watch.. for the endless night sky and vague silhouettes in the lichen-glow suggested any manner of nasties, ready to devour them.
Ok, so lose the trees, the sunset, the glowing tents, pretty much all light.. so.. nothing like this photo. |
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