Tag Archives: playtest

State of The System and Ropecon mini-games

So, where is New Horizons? It’s been some 7 months of silence from my part (mostly because of a death in the family that derailed things), so I’ll try to get back on the track with short tidbits now and then maybe continue writing actual long posts further down the road.

Tokens I'm using now.

Quick update on the campaigns first: I’ve been running continuous games for Alpha and Bravo teams, ~15 sessions for Alpha, ~20 for Bravo. Bravo is just moving into Season 2 of the campaign with a big showdown in the last session we had and with Alpha we had a first team split to explore the characters in a more contained setting.

The feedback I’m getting from the players in invaluable (helps to have 7 people in the groups whose field of work is in gaming), which means that the system is updated often and keeps going through iterations quite fast. Officially we’re playing using the 2.3 version now, and I can’t count how many iterations the 1.x versions went through, but “countless” comes quite close.

The 1.0 rules were a shot in the dark. Anything that could even remotely fit a Corporate Scifi Horror campaign was incorporated. Way more mechanics than one could ever need, but that was sort of good. It’s easier for me to cut down mechanics than add new ones, it would seem. 1.x has had Death Moves (from Star Wars World), two interwoven stats (one set for approaches to situations, the other for professional expertise. They were just confusing), sanity-esque corruption-like mechanic and even a core Move (“You did … what?!”, which is basically “Are you crazy?!” from The Regiment 1.0) that was completely out of the style of the games that I was running. It had everything and the kitchen sink. Playtesting with the main groups showed me what got actually used and what had problems, and slowly but surely I honed the smaller details (like what stat to use where, or the wording of some Move) and kept in mind the big things I wanted to change.

Then came 2.0, which was basically the first big revamp. Reduced the system to 5 base stats (change of the stat “move” to “push”, ditch the role stats), one core Move for each stat, put more mechanical consistence on the way Moves work (for example, all role Moves that ask questions give an advantage (+1 forward) to a relevant follow-up Move), temporarily ditch the sanity mechanics so they don’t distract from the game, make the system actually geared towards teamwork, formalize the way threats and gear work.. and most importantly start building a vocabulary for Powered by Apocalypse games that works more naturally in Finnish. If all games are essentially conversations that are moderated by rules, the rules need to speak the same language as the conversation for things to flow perfectly. While the 2.x rules give the campaign some structure, but most importantly, they are geared towards one-shots, like convention games. If 1.x was a general shot in the dark, 2.x took weird stabbing motions towards a campaign play structure and the character advancement there had everything imaginable in it.

And as of last week, I’m now working on the 3.0 version. It will not hit the campaigns in a long while as I realized that there are huge changes that I need to do to the very core of the system. The character roles (playbooks) have always felt schizophrenic and overlapping, and after making pregenerated characters for a couple of con games, combined with feedback on the sanity system from Alpha team, I figured out I may have to take a dual-playbook approach to the game after all. Role book and Depth book (name pending), where the later is the character’s approach when things get shadow biosphere-y and the first one deals with the mundane. Moves will go through a language and functionality check so that using a Move becomes natural in the conversation of the game (so most adjective+noun combos like “calculating bastard” turn into something more action-y like “accept the cost”) and the effects reaffirm the corporate scifi horror theme. There is a huge need to revamp the roles as well. Empath, Seer and Voice roles will be rewritten to more mundane counterparts, while the shadow biosphere stuff moves to new parallel playbooks. Stats will move around for all the roles but the Leader, and this will again have an effect on the moves. And other things. All in all, my mind is primed with ideas.

Full set of character cards for one character. Moves, tokens, the work.

The other thing I wanted to mention was the Ropecon games and what I learned from those.

First thing I learned is that New Horizons is meant to be played around a proper table. It’s a funny by-product of the card system, but to function “as intended”, the game needs structured seating where everyone sees each other and have their cards in front of them. I am not sure what to do with this information in regards to the actual campaigns I’m running (where the game situations are … relaxed), but it might be so that I move the games to the kitchen from now on. There is some relevance in having the Leader at the end of the table, facing the GM as equal (this was impossible actually at Ropecon because of the noise) and everyone around the table seeing the cards and the tokens.

I ran two atypical scenarios at Ropecon, and playtested both before the con. The fact they were something else, allow me to look back and say things like “well yes, if this had been a normal +H game, there should have been some sort of an intel-gathering phase there at the beginning.” Which leads to me thinking that there needs to be a mission setup Move. 10+, you know two facts about the mission choose both (insert list). 7-9, as 10+, but you choose one, GM chooses one. 6-, as 7-9, but GM gets an extra Move for a Threat. Or something like that. In one, I used the gear system to the maximum potential, in the other, the Threats (I’ll have to talk about those in full detail later. They’re pretty much like Tremulus’ GM hold, but more nuanced).

It’s nice to see where the game is going and even if the players weren’t there to provide feedback for my game design, but to enjoy a game, it was interesting to see how they interacted with the system.

I will run the scenarios I did for Ropecon probably once more so I won’t put the details here to spoil potential players.