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      CommentAuthorNeko Ewen
    • CommentTimeNov 16th 2009
     
    Slime Story is a game I've been working on for entirely too long. The short short tagline is "teenagers hunt cute monsters for spending money." It takes place in a world much like ours, but ten years ago magical portals opened up all over the world and started dumping out cute monsters like something out of a Korean MMO. In some parts of the world people are fighting wars over control of portals, but in small towns in America teenagers have taken up monster hunting as a hobby. This game is about those teenagers, a mixture of hunting and everyday life stuff. Yesterday I finally ran a playtest session with my regular gaming group.

    Here's the current playtest draft (including most of the paper fiddly bits necessary to play), and here's my more detailed playtest report.

    The first playtest was very encouraging. I think the basic rules, especially for Encounters (fights with monsters) are basically sound, if in need of lots of refinement. The major issue I'm grappling with right now is how to better encourage role-playing, because for all the elements of the game relating to character interaction, the first playtest session was kind of flat. Some of that was basically mistakes made in preparing characters and explaining the game, though.

    A session (episode) of Slime Story is divided into Encounters and Interludes. Encounters are simple tactical monster fights, while Interludes are meant to basically give the characters free reign to recover, pursue social stuff, etc. Although players can have social elements be flashbacks or take place over cell phones (call up the girl you want to ask out, or flash back to when you saw her in person the other day), Interludes basically take place where the characters are out in a semi-wilderness area outside down hunting monsters. One of the key problems with the playtest was that a lot of the secondary characters (more or less NPCs, though players can also play them) didn't have any particular reason to be out there. Also, I should've made it clearer to the players that you can role-play and then select mechanical elements to engage accordingly. (So for example asking a girl out could turn into a Bonding action, a social conflict, or a Recovery depending on how things work out.)

    I'm not sure I've explained it adequately, but I'm trying to figure out if there's a way to make it so the rules better encourage players to engage the social side of the situation and role-play more.
    • CommentAuthorjaywalt
    • CommentTimeNov 16th 2009
     
    Posted By: Neko EwenInterludes basically take place where the characters are out in a semi-wilderness area outside down hunting monsters. One of the key problems with the playtest was that a lot of the secondary characters (more or less NPCs, though players can also play them) didn't have any particular reason to be out there.

    That seems to be a pretty fundamental problem. How are you going to tackle that? Honestly, is there a reason that interludes can't take place back at home too? What kinds of NPCs were you planning on having out in the wilderness for the players to interact with? Or were you assuming that the interludes would be with each other, maybe about the NPCs that were back at home without directly involving them?
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      CommentAuthorSimon C
    • CommentTimeNov 16th 2009
     
    "Role-play" encompasses a vast range of behaviours. I'm guessing you mean "describe what your character does, and say what they say" or something like that.

    A trick that I've found useful is to reverse the order of some rules. Istead of saying "choose a type of scene to have, and then play out the scene" you say "play out a scene, and then the other players tell you what kind of scene that was" or whatever.

    Something else that might be a problem is that tactical fighting games are like the death of "role-playing" in the sense you're using it. In tactical games you often don't need to interact with the shared fiction of the game at all, and you're simply interacting with a set of rules. In my experience people find it difficult to switch between modes, and will start to see everything else as padding between monster fights.
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      CommentAuthorNeko Ewen
    • CommentTimeNov 16th 2009
     
    Jonathan:
    I think that may be a good chunk of the solution I need. I'm thinking that what goes on during interludes needs to be much less tethered in space and time to the monster hunting session for a given episode. But yes, I was hoping for some "intra-party" stuff too, and in the playtest the PCs were a bunch of guys who basically got along just fine. (But then, the game should still work with a group like that.)

    Simon:
    In terms of "role-playing" I'm more concerned with encouraging the players to get in and do interesting things during Interludes. In the playtest they were doing okay on that considering, but there was not a lot going on for them to play to in the first place. I am probably trying to have my cake and eat it too in terms of involving both tactical combat and role-playing stuff, but I want to try to make it happen all the same. The thing about role-playing and then picking what rules to engage accordingly rather than the other way around is probably the way to go, and is in fact mentioned in the rules, but for that first playtest session I needed to convey it to the players better.

    I'm wondering if the game might work better with the rules very specifically prompting players to set up scenes of various types during interludes (a little more like PTA), though I'm not sure how to properly implement that, or if it's really necessary in a game session where you're using the tools at hand better than we were during our first dry run.
    • CommentAuthorjaywalt
    • CommentTimeNov 16th 2009
     
    Ewen, you know about Bliss Stage / Mouse Guard style interludes, yeah? Where you get resource refreshes for having specific things happen? That might be a way to make sure the interludes have teeth and are not completely disconnected from the rest of the game.
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      CommentAuthorSimon C
    • CommentTimeNov 16th 2009
     
    I think the way to make "play it and then pick which rules to engage" work is to make sure that someone else is doing the picking - or rather, they're making a judgement about what's happened in the SIS, and invoking the appropriate rule. I don't know for sure, but I think there's a weird thing that happens when you're judging which rules to apply to your own play.