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More Playtesting | ![]() |
I did more playtesting over the weekend for Gamecraft 2.0. I’m not going to do a full session report like I did last time because, frankly, not a lot really happened. I got to put the conflict system through its paces (at least, so far as physical combat is concerned; I still want to use it for social and mental conflicts), and I got to see how easy the character generation system is for other people to use. I can bang out a character in about 10 minutes, but I designed the system. I playtested with the same people I did last time, but last time they got pregen characters and this time they made their own. It took us more than an hour to put them together, but I think that a lot of that was rules explanations and coming up with stuff that went with their concepts, but would be useful in the scenario we were playing.
In the end, the session was pretty valuable. I changed how certain things work based on the session, but I think I’m getting closer to what I want each time. I still want to playtest social and mental conflicts, and I’d like to try playtesting with a different group at least once, just to get another set of eyes on it, so to speak. At any rate, one thing that hasn’t changed as a result of either playtest is the skill list (though how skill specialties functions has changed, for the better I think). So, by way of preview, I’m posting a PDF of the skill list. As with everything else on my site, this is released under a Creative Commons license. Note that the license that I actually release the full system under will likely be a little different; I’ll probably lift that ‘noncommercial’ restriction, largely because I want people to be able to use my system in commercial products if they so choose. For now, though, because this is just a preview, the restriction stays. Enjoy.










