Most of the older entries on this blog are fiction, about my fantasy city of Teleleli and its wider world.
More recent posts tend to be about my attempts to get my writing published. In particular, I’m writing a game based on the Gigacrawler setting by Zak Smith.
It’s about 75,000 words.
I’m going to try to get playtesters through Zac Smith’s blog.
All human-made objects eventually become sentient, due to their contact with human life-force. However, due to the quantum nature of their existence, they are unable to move or speak when humans–though not other creatures–would detect them.
Non-human creatures such as fairies and trolls generally prefer to live far apart from humans, so as not to be tormented by the unceasing Babel of their objects.
Vampires, who must live among humans, construct sound-proofed boxes in which they rest as much as possible. This probably accounts for the belief that they sleep in coffins.
In Gigacrawler I’ve added a section where the characters engage in jousts.
I wanted to use something like the Chainmail jousting rules–a ‘rock paper scissors’-style mechanic where you and an AI choose from a menu of options, which are combined to give you the result.
However, I soon found that there’s a problem with it. Some of the choices are inferior to others, regardless of what the opponent chooses.
Aiming point CP is always equal to or better than aiming points DC and DF. Similarly, ‘Steady Seat’ is better than ‘Shield High’.
I don’t know anything about jousting, so I can’t say whether the results are realistic. If they are, I’d imagine that in real jousts CP (in the center of the shield) would be where you tried to aim, but that this wasn’t always possible. So in game terms you’d be rolling, and CP would be the result if you were successful. The same for your stance.
However I liked the variety of results, so I ended up tweaking the table and using it.
I’ve actually finished the jousting section, but I thought of some ideas for things that could happen afterwards which I’m writing now.
…I can remember just ten times when I had really narrow escapes from death. Two were from drowning in typhoons, one was when our boat was charged by a wounded whale, once my wife and I were nearly eaten by wild dogs, once we were in great danger from fanatical lama priests, two were close calls when I fell over cliffs, once was nearly caught by a huge python, and twice I might have been killed by bandits.
Roy Chapman Andrews.
I should be looking for playtesters for Gigacrawler soon.
Does anyone have experience with playtesting a board game or RPG that they can share?
In particular, what’s the best way to ensure that you get a useful response from your testers?