​Playtest 11.25.24


Ran a playtest with some friends tonight, here are a few takeaways:

Rage is too predictable.

When a player's Rage is at either end of the spectrum (2 or 5), it's pretty easy to succeed. Running some quick probabilities, the odds of a Normal Check succeeding when the PC's rage is 2 is over 80%. This raises to over 97% if they can roll two dice.

This is inverted if the PC's Rage is at the max (5), but in that case players avoid Rage Checks at all costs. Overall, the chance of failure is way too low, so players continually succeed. This has the side effect of constantly lowering their Rage, causing them to avoid the dangerous action movie stunts they should be encouraged to attempt.

A possible solution is that a successful Check increases Rage—encouraging a chain of escalating stunts. But, the odds of success are still very high, which removes some tension. Another option is a larger dice, with a tight range, ex: a d10 for Checks with a minimum Rage of 4 and a maximum Rage of 7. This could solve the problem, but it does make the game a bit less accessible since it would require handfuls of d10s.


Lines are fun, but need to be front & center.

The group only used the "I have a contact" line until the Second Act. Once they discovered how powerful the other Lines can be, they used them pretty consistently through the rest of the game, which gave the Director a lot of complications and really brought up the energy. The goal is to get to that point sooner in the game.


Complications are also fun, but a little confusing to players.

The way Complications are presented took a while for players to grasp. Once they got the meta economy—say a Line, gain a Complication—it went smoothly, but the current presentation makes that relationship a little unclear. 


More. Tables.

There need to be tables to roll on for everything. It was really fun for the players to grab a random set of keys in a garage and roll to discover that they now had a motorcycle for three characters to ride together. More of that would be ideal.

We probably need tables for: an expanded inventory, names, Vices, buildings.


Inciting Incidents could be punched up.

The scenario we rolled up worked fine, but it lacked a bit of oomph. This is a more minor problem, but it's right at the start of the game so the Incident should really get everyone fired up. Similarly, a more structured opening scene in the Hideout would help to get the story moving.


Overall thoughts.

It was fun. Everyone had a good time, we blasted some baddies and ripped around in stolen cop cars. There's a level of finesse missing and some lousy dice probabilities, but the theme of the game seemed to carry it. Everyone opted for randomized characters and played out their criminal weirdos with enthusiasm. Once the players understood Lines, they would throw them out for a momentary gain and groan minutes later when a nasty Complication was played against them.

Currently, this game is a bit of a beautiful mess—the next step is to remove some of the slop while retaining the chaotic fun.

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