Currently reading The Burning Wheel, which I finally decided to buy.higgins wrote:Agamemnon has expressed a similar interest
I'm not far in yet, but i'm already extremely exited for the "character burner", hahaha
Currently reading The Burning Wheel, which I finally decided to buy.higgins wrote:Agamemnon has expressed a similar interest
I just today started a new rewrite of my own game, hahaha...Agamemnon wrote:You can learn a lot about game design from the system. It's incredibly tight, even as complex as it is. Of course, the reverse of that is that it doesn't respond well to tinkering.
That brings me to another question - have you ever detailed what route of publication you are going to take?Lifepaths are a thing I talked about for 'Bastards at one point, but that's something we'd have to take on as a project on its own. So that's not only post-beta.. it's probably post-publication.
Well, let me say this: When the beta is released, it is my best guess that a lot of us are going to want to do some tinkering anyway. So if you can give a general outline of how a Lifepath is supposed to look like, i know what i will be doing if i can't find enough people to do playtesting ;pAgamemnon wrote:Lifepaths are a thing I talked about for 'Bastards at one point, but that's something we'd have to take on as a project on its own. So that's not only post-beta.. it's probably post-publication.
I've always assumed that opening the beta is throwing the game design to the wolves. Heh. The game mostly works the way we intended it now, insofar as I'm concerned, but I'd definitely be open to someone coming up with some way of doing something in our game that was way better than what we actually came up with. Player feedback is sort of the point of Beta.nemedeus wrote:Well, let me say this: When the beta is released, it is my best guess that a lot of us are going to want to do some tinkering anyway. So if you can give a general outline of how a Lifepath is supposed to look like, i know what i will be doing if i can't find enough people to do playtesting ;pAgamemnon wrote:Lifepaths are a thing I talked about for 'Bastards at one point, but that's something we'd have to take on as a project on its own. So that's not only post-beta.. it's probably post-publication.
Honestly, after i found out your rivals from Blade of the Iron Throne had already released three years ago, i was surprised that you managed to hold back so long.Agamemnon wrote:I've always assumed that opening the beta is throwing the game design to the wolves. Heh. The game mostly works the way we intended it now, insofar as I'm concerned, but I'd definitely be open to someone coming up with some way of doing something in our game that was way better than what we actually came up with. Player feedback is sort of the point of Beta.
We're actually on good terms with the BOTIT guys. In fact, our game and theirs branched off from a unified project we were all working on. At one point, we realized that half of the team was pulling in one direction, and half the team in the other, so, we ended up parting ways.nemedeus wrote:your rivals from Blade of the Iron Throne
I would argue that part of the reason for that is our naivete as game designers when we first started. Granted, we'd both made literally innumerable hacks and home-brew games on our own before, but this was the first "big project" I think either of us worked on for any length of time. So our big beginner mistake was that since we basically knew what the core ideas of the system were, we jumped right to working on the more complicated stuff.nemedeus wrote:Honestly, after i found out your rivals from Blade of the Iron Throne had already released three years ago, i was surprised that you managed to hold back so long.Agamemnon wrote:I've always assumed that opening the beta is throwing the game design to the wolves. Heh. The game mostly works the way we intended it now, insofar as I'm concerned, but I'd definitely be open to someone coming up with some way of doing something in our game that was way better than what we actually came up with. Player feedback is sort of the point of Beta.
Granted, it's obvious from the teasers that the added years payed off in the end.
Even so, if i could get a lot of feedback for free... And not to forget, design and testing are incremental processes.
I think this is really due to the internet. If you want to roll back the clock to game design in the 70s, their playtesters were the local groups they could talk to, and anyone they could demonstrate their product to. This is actually why Cons were such a big deal. The trade shows were their primary means of exposing new people to product. By the time it became a bigger business in the 80s (and then exploded in the 90s) they definitely had more people "professionally" playtesting in-house, and those people probably played the game with their home groups and things as well, but even just the cost and hassle of distributing copies of the game in an age before pdfs and the internet would have extremely limited the scope of what both the testing they could do and the usefulness of responses they could actually process.nemedeus wrote: Btw, am i the only one with this impression:
that testing is something that in the Roleplaying Game hobby had a history of being neglected, and people only really accustomed to doing extensive playtesting in the last ten years?
That was my take on what I read of it. It was a very cool setup, and they added some neat features and great essays on the themes of S&S fiction, but I think the genre they were going for is fundamentally at odds with TROS as a system. In REH fiction, you just don't get blow-by-blow parry-riposte kind of descriptions. Instead, action is a furious blur of deadly excitement and hard-boiled, larger-than-life description. While nearly unmatched at what it does well, TROS-style combat isn't necessarily the best fit for modeling Conan or Solomon Kane. That's not at all to say that the game itself is in any way bad.EinBein wrote:And you have to add that BOTIT did few changes to those core mechanics of TRoS. Too few actually to really reach their goal of a true Sword and Sorcery depiction. I personally still see too much fencing and too little barbarian axe manoevers in it.
I had the sneaking suspiction that Song of Swords had been abandoned since, but... yeah that IS the real question.thirtythr33 wrote:The real question now is whether Song of Swords will sneak in with their kickstarter before the Band of Bastards beta.
That's a tautology. ;pthirtythr33 wrote:I started reading it... and when I saw some of the playable races were Sea Elves and Star Vampires I deleted the document and never opened it again.
I only skimmed over most of the document so i didn't realize it back than, but, ah, if that's the case, that is not my jam.thirtythr33 wrote:From my cursory glaces it looked horribly unbalanced too, but I don't know if that has been since fixed. Spending character points on Attributes and Traits were strictly better than ever putting points into Skills. You got many more attribute points per tier than you did skill points, and attributes apply to multiple skills at a time on a 1 to 1 basis... and they had Skill boosting Traits that cost less character points than actually buying the skills.