I'm working on a game called Getting There in Time
about a lone Chronomaster who travels through time and space with his human companions where they have sci-fi adventures, in a style reminiscent of a television program (i.e. essentially Doctor Who with the serial numbers filed off, though it should also work if you put the serial numbers back on). I started the design for Game Chef, inspired by both my ingredients and my frustration that the officially licensed Doctor Who RPG didn't seem to capture the heart of what I love about the show. In my first playtest the play procedures worked well enough to convince me that the game has legs, but since I was GMing the game and created the pre-gen characters myself it's hard for me to gauge whether my adventure-prep procedures and character creation rules worked because they're good procedures or whether my vision of how I wanted the game to play was doing most of the heavy lifting.
It would be helpful for me if some people would try to run through the adventure creation or companion character creation procedures and report their experiences. Basically, I'd like some usability testing on these parts of the game: people telling me their raw emotional reactions to what they're reading, where they're getting confused or having to backtrack, what tasks are difficult or easy, places where you felt bored or disengaged, etc., and showing me the results so I can see if the game is really doing what I intended it to do. The adventure creation rules are on page 5 and 6 of the PDF
, with an example on pages 12 to 15. The character creation rules are on page 8 and the pre-gen characters on page 9 are examples. You might be able to run through the procedures by reading just those pages, but getting the full context by reading the entire PDF probably wouldn't hurt, although there are places where I think I was overly concise, due to the wordcount realities of Game Chef. (There's also an implicit expectation that the adventure and characters should be tonally appropriate, so the companions shouldn't be terrible people, etc.). The adventure creation rules cover only one style of story in the current draft -- eventually I intend to have multiple procedures that cover a few different styles of story, but I'd like to make sure I'm in the right ballpark with my procedures before replicating them in multiple contexts.
[edit: I posted a new draft of the rules since I started the thread: Getting There in Time rev0.3.1