Play test notes
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		| @@ -206,3 +206,42 @@ Divided on character backgrounds - joining the mountaineer's guild | ||||
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| Combat example | ||||
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| # Tabletopper Playtest Results (sessions 1 & 2) | ||||
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| Troy said it was really good, really enjoyed it. Other players wanted to play again. | ||||
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| Exploration & crafting brought forward compared to Dnd. | ||||
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| Geared towards long term play. | ||||
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| Explains the world and setup, then lets you go. | ||||
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| The vagueness of "what's there" is a major advantage. | ||||
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| 10 groups with 10 diverging outcomes. | ||||
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| TODO: Guide for creating new areas on the mountain - hidden vaults, or training camps, or local markets, etc. | ||||
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| TODO: Guide for creating and balancing new monsters. | ||||
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| Goldrush-era vibe / Ghibli++ vibe / you don't get anything for free, you earn your keep | ||||
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| Town is a respite of sorts, like Ponyo, and the mountain is like Mononoke. | ||||
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| Unmet gamedev & unmet anime fan both wanna play. | ||||
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| Dust Ants were done really clever - the "dust" was crushed carapace + crushed bone and rock. | ||||
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| Vorland could have decicated districts like market, etc. | ||||
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| There was an "angel" made of artifacts in a hidden vault. First kingdom was white pearl and marble. | ||||
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| Multiple different answers to the secrets? Guides for building the secrets of the mountain. | ||||
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| St. Bernard's Refill. | ||||
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