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Needful Things

I wrote a long list after the playtest (and during it) filled with suggestions the players made. To be fair, that is what play-testers are for, and my game is without question much better with these suggestions integrated.

That being said, most of the suggested changes have been made (except for the ones I was stringly against - sorry, kids, but such is my wont). Most of the stuff is kind of optional, though, as is most of the module really. I've never really run a game like this before (leastways at a con), and I think the play-test was vital in my case.

If nothing else, for one of my games it is highly inovative.

As for how 'good' the game is, this game - more so than most of the games I've run - relies mostly on how well the players work together, bounce ideas off eachother, and enjoy the setting. For a really atmospheric game, there is almost a necessity to place the running of the game in the hands of the players. This is scary for me, as I usually have a vice-like grip on the control of my games.

I have visions of sitting there, looking at a sea of blank faces, as the players look at eachother and say, "So what? We move on to the next area".

Ah, well - it's beyond my control now. Because I'm done.


( 3 comments — Leave a comment )
Jan. 19th, 2004 04:13 am (UTC)
It was good. Although one thing I really liked was the music, it helped put me right on edge. I mean, I was nervous enough to try and blow the place in the end ;).


Good on the Weekend.

Jan. 19th, 2004 04:53 am (UTC)
*grins* If you get a team who insist on dungeon-crawling through it, from sector to sector, that just lets you throw *all* the creepy options at them... punish them by putting them on edge enough to disrupt the other games they play next :)

I think it will work well, regardless of how people approach it. I like the degree of flexibility in it - the events are entirely up to the players, which is cool. Much more fun than trying to shoehorn people into a set sequence - plus, you'd get awfully bored of taking people through the same story, over and over again.

More importantly: Hurrah! for the finished game. Now you can get on with the rest of your life, for a few days at least...
Jan. 19th, 2004 12:55 pm (UTC)
"We go left"
"We kick down the door"
"We kill the gazebo"
"We take the treasure. Is any of it magical?"

"Did the dragon have a completed freeform anywhere in it's loot?"
( 3 comments — Leave a comment )